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United States Patent |
6,001,014
|
Ogata
,   et al.
|
December 14, 1999
|
Game machine control module and game machine
Abstract
This invention relates to a home game machine, and more particularly, to a
game machine control module having a plurality of operation buttons, which
is connected to a game machine body through a cable. The game machine
control module comprises a control member for transmitting the operation
data obtained by a plurality of operation buttons through the cable to the
game machine body and for receiving the data from the game machine body
through the cable, and a response member positioned at a predetermined
place on the game machine control module and controlled by the control
member based on a predetermined dynamic transmission data which is
contained in the data transmitted from the game machine body. Therefore,
this makes it possible to enjoy games giving the feeling of being at a
live performance comparing to the conventional one.
Inventors:
|
Ogata; Hiroki (Chiba, JP);
Akazawa; Toru (Tokyo, JP);
Ono; Akihisa (Tokyo, JP);
Shinohara; Satoshi (Tokyo, JP)
|
Assignee:
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Sony Computer Entertainment Inc. (Tokyo, JP)
|
Appl. No.:
|
940238 |
Filed:
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September 30, 1997 |
Foreign Application Priority Data
| Oct 01, 1996[JP] | 8-260697 |
| Apr 22, 1997[JP] | 9-118729 |
Current U.S. Class: |
463/37 |
Intern'l Class: |
A63F 009/22 |
Field of Search: |
463/37,36,38,39,30,33
273/148 B
345/168,169
|
References Cited
U.S. Patent Documents
5451053 | Sep., 1995 | Garrido | 273/148.
|
5700194 | Dec., 1997 | Hsien | 463/37.
|
5739811 | Apr., 1998 | Rosenberg et al. | 463/30.
|
5759100 | Aug., 1996 | Nakanishi | 463/37.
|
Foreign Patent Documents |
0 680 132 A1 | Nov., 1995 | EP.
| |
0 695 566 A1 | Feb., 1996 | EP.
| |
0 835 676 A1 | Apr., 1998 | EP.
| |
40 13 227 C1 | May., 1991 | DE.
| |
10097375 | Apr., 1998 | JP.
| |
10258181 | Sep., 1998 | JP.
| |
Other References
Ming Ouhyoung et al., A Low-Cost Force Feedback Joystick and its use in PC
Video Games, IEEE Transactions On Consuner Electronics, vol. 41, No. 3,
Aug. 1, 1995, pp. 787-793.
|
Primary Examiner: Martin-Wallace; Valencia
Assistant Examiner: Clayton; Sheila
Attorney, Agent or Firm: Fulwider Patton Lee & Utecht, LLP
Claims
What is claimed is:
1. A game machine control module having a plurality of operation buttons,
which is connected to a game machine body through a cable, comprising:
a control member for transmitting the operation data obtained by a
plurality of said operation buttons to said game machine body through said
cable, and for receiving the data containing a predetermined dynamic
transmission data from said game machine body through said cable; and
a response member which is positioned at a predetermined place on said game
machine control module itself and which is operated by said control member
in response to said predetermined dynamic transmission data received from
said game machine body to cause said response member to operate so as to
enhance ambience of a user holding the game machine control module during
a game.
2. The game machine control module according to claim 1, wherein
said response member is a vibration member.
3. The game machine control module according to claim 2, wherein:
said game machine control module is composed of a housing and a pair of
handles diverging from each other in a direction from said housing toward
a user;
said diverging handles are connected and supported by hand palms of said
user; and
said vibration member is arranged at, at least, one place of the spatial
position of said pair of said handles or near a center position of the
housing.
4. The game machine control module according to claim 3, comprising two
said vibration members, wherein
said two vibration members are arranged at, at least, two places of the
spatial position of said pair of said handles or near a center position of
the housing, and said two vibration members arranged at two places have a
different size from each other.
5. The game machine control module according to claim 2, wherein
said vibration member comprises:
a motor;
a rotating shaft of which one side is connected to said motor; and
a member eccentrically mounted to the other side of said rotating shaft.
6. The game machine control module according to claim 2, wherein:
said predetermined dynamic transmission data has a plurality of packet data
and each packet data has data representing a plurality of values of a
driving electric current; and
said control member generates a driving electric current waveform to be
supplied to said vibration member from the data representing said
plurality of values of the driving electric current.
7. The game machine control module according to claim 2, wherein
the power supply for driving said vibration member is supplied from said
game machine body itself.
8. The game machine control module according to claim 2, wherein
said game machine control module has a power supply member for driving said
vibration member.
9. The game machine control module according to claim 8, wherein
said power supply member is a changeable battery.
10. The game machine control module according to claim 3, wherein
said control member controls the magnitude of the vibration of said
vibration member based on said dynamic transmission data.
11. The game machine control module according to claim 1, wherein
said response member is a sound generating member.
12. The game machine control module according to claim 1, wherein
said response member is a light emitting member.
13. The game machine control module according to claim 3, comprising two
said vibration members, wherein
said two vibration members are arranged at, at least, two places of the
spatial position of said pair of said handles or near a center position of
the housing, and said dynamic transmission data contains control data for
controlling the vibrating action of each of said vibration members.
14. The game machine control module according to claim 2, wherein
said vibrating member comprises:
a coil; and
a magnetic material corresponding to said coil; wherein one of said coil or
said magnetic material vibrates by the magnetic flux generated on said
coil.
15. The game machine control module according to claim 14, wherein:
said game machine control module is composed of a housing and a pair of
handles diverging from each other in a direction from said housing toward
a user;
said diverging handles are connected and supported by hand palms of said
user; and
said vibration member is positioned at, at least, one place of spatial
position of said pair of said handles or near a center of the housing.
16. The game machine control module according to claim 15, comprising two
said vibration members wherein
said two vibration members are arranged at, at least, two places of the
spatial position of said pair of said handles or near a center position of
the housing, and said two vibration members arranged at two places have a
different size from each other.
17. The game machine control module according to claim 14, wherein:
said dynamic transmission data has a plurality of packet data and each
packet data has data representing a plurality of values of a driving
electric current; and
said control member generates a driving electric current waveform to be
supplied to said vibration member from the data representing said values
of the driving electric current.
18. The game machine control module according to claim 14, wherein
the power supply for driving said vibration member is supplied from said
game machine body itself.
19. The game machine control module according to claim 14, wherein
said game machine control module has a power supply member for driving said
vibration member.
20. The game machine control module according to claim 19, wherein
said power supply member is a changeable battery.
21. The game machine control module according to claim 15, wherein
said control member controls the magnitude of the vibration of said
vibration member based on said dynamic transmission data.
22. The game machine control module according to claim 14, wherein
said vibration member is composed of a plurality of coils generating the
magnetic flux in a plurality of directions and magnetic materials
corresponding to a plurality of said coils.
23. The game machine control module according to claim 22, wherein
a plurality of said coils are unified with one another.
24. The game machine control module according to claim 14, wherein:
said module further has a detecting member for detecting the position of
said module; and
said control member corrects the driving data to be supplied to said
vibration member based on the detection result of said detecting member.
25. The game machine control module according to claim 15, comprising two
said vibration members wherein
said two vibration members are arranged at, at least, two places of the
spatial position of said pair of said handles or near a center position of
the housing, and said dynamic transmission data contains data for
controlling the vibrating action of each said vibration members.
26. A game machine control module having a plurality of operation buttons,
which is connected to a game machine body through a cable, comprising:
a control member for transmitting the operation data obtained by a
plurality of said operation buttons to said game machine body through said
cable, and for receiving the data containing a predetermined dynamic
transmission data, which further contains a plurality of control data,
from said game machine body through said cable; and
a response member which is positioned at a predetermined place on said game
machine control module itself and which is operated by said control member
in response to said predetermined dynamic transmission data received from
said game machine body to cause said response member to operate so as to
enhance ambience of a user holding the game machine module during a game,
said response member being controlled by said control member based on a
plurality of said control data so as to selectively generate different
actions of said response member.
27. The game machine control module according to claim 26, wherein
said response member is a vibration member, and said vibration member is
controlled by said control member so as to selectively generate different
vibrations based on a plurality of said control data.
28. The game machine control module according to claim 27, wherein
a plurality of said control data are, at least, a first control data for
analog-vibrating said vibration member and a second control data for
digital-vibrating said vibration member.
29. The game machine control module according to claim 27, wherein:
said game machine control module is composed of a housing and a pair of
handles diverging from each other in a direction from said housing toward
a user;
said diverging handles are connected and supported by hand palms of said
user; and
said vibration member is positioned at, at least, one place of the spatial
position of said pair of said handles or near a center position of the
housing.
30. The game machine control module according to claim 29, comprising two
said vibration members, wherein
said two vibration members are arranged at, at least, two places of the
spatial position of said pair of said handles or near a center position of
the housing, and said vibration members positioned at two places have a
different size from each other; and
with respect to each of said vibration members, a plurality of said control
data are contained in the dynamic transmission data.
31. The game machine control module according to claim 29, comprising two
said vibration members, wherein
said two vibration members are arranged at, at least, two places of the
spatial position of said pair of said handles or near a center position of
the housing; and
with respect to each of said vibration members, a plurality of said control
data are contained in the dynamic transmission data.
32. The game machine control module according to claim 29, wherein
said vibration member comprises:
a motor;
a rotating shaft of which one side is connected to said motor; and
a member eccentrically mounted to the other side of said rotating shaft.
33. The game machine control module according to claim 32, wherein
said vibrating member comprises:
a coil; and
a magnetic material corresponding to said coil; wherein one of said coil or
said magnetic material vibrates by the magnetic flux generated on said
coil.
34. The game machine control module according to claim 33, wherein
said game machine control module is composed of a housing and a pair of
handles diverging from each other in a direction from said housing toward
a user;
said diverging handles are connected and supported by hand palms of said
user; and
said vibration member is arranged at, at least, one place of the spatial
position of said pair of said handles or near a center position of the
housing.
35. The game machine control module according to claim 34, comprising two
said vibration members, wherein
said two vibration members are arranged at, at least, two places of the
spatial position of said pair of said handles or near a center position of
the housing, and said two vibration members positioned at two places have
a different size from each other; and
with respect to each of said vibration members, a plurality of said control
data are contained in the dynamic transmission data.
36. The game machine control module according to claim 34, comprising two
said vibration members, wherein
said two vibration members are arranged at, at least, two places of the
spatial position of said pair of said handles or near a center of the
housing; and
with respect to each of said vibration members, a plurality of said control
data are contained in the dynamic transmission data.
Description
BACKGROUND OF THE INVENTION
1. Field of the Invention
This invention relates to a game machine control module for playing a game
through operation of a plurality of buttons, and a game machine, and more
particularly, to a game machine control module having a function causing
ambience based on a specific signal from a game machine body that has a
function for reproducing a video recording medium and such game machine.
2. Description of the Related Art
A game machine control module CM of prior art is formed in a form of
glasses, as shown in FIG. 1, and has a housing comprising an upper case 2
and a lower case 3, which can be vertically separated. The housing is
formed with first and second controller supports 4 and 5 at the
longitudinal ends thereof that project in a square shape, and that are
gripped by the palms of the hands for support. A start/select section 6 is
formed on a constricted portion at the center of the housing, the section
containing switches to start and select a game. Moreover, circular
projections are formed at bilateral symmetric ends of the housing, and
comprise first and second control sections 7 and 8 consisting of a
plurality of switches disposed substantially at the center of each
projection, as well as third and fourth control sections 9 and 10 having a
plurality of switches disposed at bilateral positions on the front side
wall surface of the housing, and that can be operated mainly by the
forefingers and the middle fingers.
The start/select section 6 comprises so-called switches that include a
start switch 11 and a select switch 12 disposed at an intermediate
position between the first and second control sections 7 and 8. The select
switch 12 is, for example, to select difficulty of a game when it is
begun, while the start switch 11 is a switch for actually stating the
game.
The first control section 7 comprises a recess 13 that is recessed in a
substantially cross shape at the center of the circular projection at one
end of the housing, and a window 15 in the recess 13 through which four
key tops 14a, 14b, 14c, and 14d can be outwardly projected from inside.
The window 15 is arranged with the upper ends of four key tops 14a, 14b,
14c, and 14d in a cross shape for the substantially cross-shaped recess
13.
The second control section 8 is provided, as shown in FIG. 1, with a recess
16 that is recessed in a substantially cross shape at the center of the
circular projection at the other end, and four cylinders 17 with openings
with size that allows cylindrical key tops 16a, 16b, 16c, and 16d to
outwardly project from inside at respective corners of the cross-shaped
recess 16.
The top surfaces of four key tops 16a, 16b, 16c, and 16d are marked with
visually identifiable marks such as ".largecircle.", ".DELTA.",
".quadrature.", and "X" for indicating functions so that the functions of
the respective switches can be easily identified. In addition, the lower
ends of these key tops 16a, 16b, 16c, and 16c, and the lower portion of
the cylinder 17 are provided with unique projections or notches so that
they do not engage other cylinders 17 when they are assembled.
The third and fourth control sections 9 and 10 are formed, as shown in FIG.
1, to bulge from the front wall of the first and second control sections 7
and 8, and comprises an opening 18 consisting two rows of elongated holes
vertically parallel to the bulged wall, and a motion instructing control
switch that is formed by projecting key tops 19a, 19b, 19c, and 19d with
an elongated shape substantially fitting in the opening 18.
The game machine control module CM with such arrangement is connected to a
video machine for reproducing a CD-ROM (not shown), a video recording
medium, through a predetermined connector, and the video machine is
connected to a monitor such as a TV receiver. Then, the control module is
held by the palms of both hands, and the control buttons on the first to
fourth control sections 7, 8, 9, and 10 are operated by the fingers of
both hands to instruct motion of an action target such as a character on
the monitor screen for playing the game.
However, the above-mentioned control module CM particularly for a household
game machine is arranged to play the game by instructing motion of an
action target on the monitor screen through operation of the buttons on
the first to fourth control sections with the fingers, and the user can
only perceive the character on the monitor screen by viewing it, or
through visual sensation, and by hearing sound generated from the
character, or through hearing sense. Thus, the control module itself does
not have bodily sensation through feedback because the control module is
operated by variously moving both hands and arms, but only substantially
exploits a function for instructing one direction through operation with
the fingers.
SUMMARY OF THE INVENTION
In view of the foregoing, an object of this invention is to provide a game
machine control module and a game machine wherein game performance can be
improved by enhancing ambience through an arrangement so that bodily
sensation fed back from the game machine body can be obtained by the
control module itself.
The foregoing object and other objects of the invention have been achieved
by the provision of a game machine control module having a plurality of
operation buttons, which is connected to a game machine body through
cable. The game machine control module comprises: a control member for
transmitting the operation data obtained by a plurality of the operation
buttons to the game machine body through the cable, and for receiving the
data containing a predetermined dynamic transmission data from the game
machine body through the cable; and a response member which is positioned
at a predetermined place on the game machine control module and which is
operated by the control member based on the predetermined dynamic
transmission data.
Further, according to this invention, the game machine control module
having a plurality of operation buttons, which is connected to a game
machine body through cable, comprises: a control member for transmitting
the operation data obtained by a plurality of the operation buttons to the
game machine body through the cable, and for receiving the data containing
a predetermined dynamic transmission data, which further contains a
plurality of control data, from the game machine body through the cable;
and a response member which is positioned at a predetermined place on the
game machine control module and which is operated by the control member
based on the predetermined dynamic transmission data, the response member
being controlled by the control member based on a plurality of the control
data so as to selectively generate the difference action.
The nature, principle and utility of the invention will becomes more
apparent from the following detailed description when read in conjunction
with the accompanying drawings in which like parts are designated by like
reference numerals or characters.
BRIEF DESCRIPTION OF THE DRAWINGS
In the accompanying drawings:
FIG. 1 is an entire perspective view showing the arrangement of a control
module according to the prior art;
FIG. 2 is a perspective view of an entire game machine control module
according to the present invention with the lower case removed;
FIG. 3 is a perspective view of a motor and an eccentrically mounted rotary
section that constitute a response member assembled in the control module;
FIG. 4 is a right side view showing a state where the control module is
vibrating;
FIG. 5 is a schematic plan view showing a position where the response
member to be assembled in the control module is assembled;
FIG. 6 is a schematic diagram showing a state to play a game by connecting
the control module to the game machine body, and connecting the game
machine body to a monitor;
FIG. 7 is a block diagram showing essential areas for performing
bidirectional serial communication between the control module and the game
machine body;
FIG. 8 is a flowchart showing processing procedure for data from the game
machine control module;
FIG. 9 is a flowchart showing processing procedure for data from the game
machine body;
FIGS. 10A and 10B are a schematic diagram and a waveform showing data of
current value applied to a motor and a current waveform, respectively;
FIG. 11 is a right side view showing a control support according to an
alternate embodiment;
FIG. 12 is a plan view showing the internal arrangement of the control
support according to the alternate embodiment;
FIG. 13 is a sectional view taken along line A--A of FIG. 12;
FIG. 14 is a partial plan view showing the control support according to the
alternate embodiment;
FIG. 15 is a partial sectional view showing the internal arrangement of the
control support of FIG. 14;
FIG. 16 is a perspective view showing the arrangement of a second
embodiment of the game machine control module according to the present
invention;
FIG. 17 is a perspective view showing the arrangement of a response member
according to the second embodiment;
FIG. 18 is a sectional view showing the arrangement of a response member
according to the second embodiment;
FIGS. 19A and 19B are sectional views used for illustrating the operation
of the response member according to the second embodiment;
FIGS. 20A and 20B are signal waveforms showing drive current waveforms of a
vibrator;
FIG. 21 is a right side view showing a vibrating state of the control
module according to the second embodiment;
FIG. 22 is a plan view showing the arrangement of a vibrator according to
the second embodiment;
FIG. 23 is a schematic diagram showing an operation state the game machine
according to the second embodiment;
FIG. 24 is a block diagram showing connections of the game machine body and
the game machine control module;
FIG. 25 is a flowchart showing processing procedure on the game machine
control module;
FIG. 26 is a flowchart showing processing procedure on the game machine
body;
FIGS. 27A and 27B are schematic diagrams and a waveform showing data of
current value applied to a coil and a current waveform, respectively;
FIG. 28 is a sectional view showing another embodiment of the response
member;
FIG. 29 is a perspective view showing the another embodiment of the
response member;
FIG. 30 is a sectional view showing still another embodiment of the
response member;
FIG. 31 is a perspective view showing yet another embodiment of the
response member;
FIGS. 32A and 32B are perspective views showing further another embodiments
of the response member;
FIG. 33 is a right side view showing a vibrating state of the game machine
control module according to an alternate embodiment;
FIG. 34 is a plan view showing the internal arrangement of the game machine
control module according to the alternate embodiment;
FIG. 35 is a sectional view taken along line A--A of FIG. 33;
FIG. 36 is a plan view showing the game machine control module according to
the alternate embodiment;
FIG. 37 is a partial sectional view showing the arrangement of the vibrator
according to the alternate embodiment;
FIG. 38 is a perspective view showing the arrangement of the game machine
control module according to a third embodiment;
FIG. 39 is a perspective view showing the arrangement of the response
member according to the third embodiment;
FIG. 40 is a perspective view showing the arrangement of the vibrator
member according to the third embodiment;
FIG. 41 is a side view showing a vibrating state of the control module by
vibration of the vibrating member;
FIG. 42 is a plan view showing the arrangement of the response member;
FIG. 43 is a plan view showing another arrangement of the response member;
FIG. 44 is a plan view showing an operating state of the game machine;
FIG. 45 is a block diagram showing a connection of the game machine body
and the control module according to the third embodiment;
FIG. 46 is a perspective view showing the arrangement of an angular
velocity sensor;
FIG. 47 is a block diagram showing the arrangement of a Z-axis angular
velocity sensor;
FIG. 48 is a schematic diagram showing serial communication data according
to the third embodiment;
FIG. 49 is a schematic diagram showing serial communication data according
to the third embodiment;
FIG. 50 is a flowchart showing processing procedure on the game machine
control module according to the third embodiment;
FIG. 51 is a flowchart on the game machine body according to the third
embodiment;
FIG. 52 is a plan view showing the arrangement of an independent response
member;
FIG. 53 is a plan view showing an example of combination of a voice coil
and a motor;
FIG. 54 is a plan view showing an example of combination of a voice coil
and a motor;
FIG. 55 is a plan view showing the arrangement of a plurality of response
members using motors;
FIG. 56 is a schematic diagram showing serial communication data for the
response member using a motor;
FIG. 57 is a flowchart showing microprocessor processing procedure on the
control module;
FIG. 58 is a flowchart showing microprocessor processing procedure on the
control module according to an alternate embodiment;
FIG. 59 is a plan view showing another embodiment of the power supply for
the response member;
FIG. 60 is a plan view showing a game machine control module having a sound
generator according to an alternate embodiment; and
FIG. 61 is a plan view showing a game machine control module having a light
emitter according to an alternate embodiment.
DETAILED DESCRIPTION OF THE EMBODIMENT
Preferred embodiments of this invention will be described with reference to
the accompanying drawings:
Description is given on various embodiments of a game machine control
module used for a game machine according to the present invention by
referring to the drawings. Here, for convenience of understanding, same
reference numerals are used for components of the game machine control
module used for the game machine according to the present invention having
the same shapes of those described for the prior art, for which
description is omitted.
(1) First Embodiment
A game machine control module 1 of a first embodiment according to the
present invention has, as shown in FIG. 2, a housing formed in a form of
glasses and comprising first control support and second control supports 4
and 5 gripped and supported by the palms of both hands that are squarely
projected at the longitudinal ends. The housing has, on a constricted
portion at its center, a start/select section 6 on which buttons used for
starting and selecting a game are formed to outwardly projecting from
inside; first and second control sections 7 and 8 that have buttons
outwardly projecting from inside at the top of both longitudinal ends of
the housing; and third and fourth control sections 9 and 10 that comprise
buttons outwardly projecting from inside on the wall at the front of both
longitudinal sides of the housing. In addition, there are provided
switches (not shown) mounted in the housing, and a board controlling
communication with the game machine that contains a CD-ROM (not shown), a
video recording medium, and can reproduce it. Furthermore, there is
provided a connector 20 having a cable for electrically connecting the
game machine (see FIG. 5). The housing has a response member 21 located in
a predetermined space. Among them, only difference from the prior art
described in conjunction with FIG. 1 is provision of the suitable response
member 21, and all other components have structures and arrangements
similar to those of the prior art.
That is, the housing consists of an upper case 2 and a lower case 3, and
provided with a response member positioning section 22 for mounting the
response member 21 at a first control support 4 that is squarely projected
on the lower case 3.
The first and second control sections 7 and 8 on the lower case 3 are
provided, as shown in FIG. 2, with cylindrical mounting sections 23 for
mounting a board and switches, and the rectangular third and fourth
control sections 9 and 10 projected from the front surface of the first
and second controls 7 and 8.
In the lower case 3 thus constructed, available spaces for positioning the
response member 21 are, as shown in FIGS. 2 and 5, those existing at the
locations of the first and second control supports 4 and 5 supported by
the palms, or at the front of the constricted start/select section 6. The
embodiment is constructed to contain and position the response member 21
in the first control support 4 supported by the palm of the left hand.
Here, the response member 21 comprises, as shown in FIG. 3, a motor 24 and
a column-shaped rotating member 26 the rotating shaft 25 of which is
mounted on the motor with off center, that is, eccentrically mounted
thereon. With such arrangement, when the motor 24 rotates, the rotating
member 26 causes eccentric rotation to generate vibration. This vibration
is a sort of dynamic transmission. In FIGS. 2 and 4, the vibration not
only transmits to the first control support 4, but also to the casings of
the lower and upper cases 3 and 2, so that the entire machine is caused to
vibrate. Magnitude of the eccentrically generated vibration can be
arbitrarily varied by the number of revolution and torque of the motor 24
of the responsive member 21, whereby magnitude of the vibration can be
varied on the responsive member.
A response member positioning section 22 provided on a lower case 3 is
mounted, as shown in FIG. 2, on a location of the first control support 4
where the palm abuts, and can secure the motor 24 of the responsive member
21.
As the motor 24 of the responsive member 21 is mounted through rubber (not
shown) on the first control support 4 of the case 3, or the location
gripped and supported by the palm, in playing a game by connecting the
game machine control module 1 and the game machine 27 to a monitor 33 of a
TV receiver or the like, as shown in FIG. 6, the entire game machine
control module 1 can be vibrated for a predetermined period of time by
drivingly rotating the motor 24 of the response member 21 in response to a
specific signal from the game machine 27 depending on the type of a game,
for example, when the opponent is defeated in a grappling game, a target
is shot in a shooting game, or an action target is an air plane and
attacked on the screen. Thus, the game machine control module 1 itself
vibrates through operation of the control button by the user to feed back
it as bodily sensation to the user, so that ambience can be further
improved. Mounting of the motor 24 through a rubber member (not shown) can
reduce mechanical noise.
Here, the game machine 27 contains, as shown in FIG. 6, a CD-ROM drive that
has a function capable of reproducing a CD-ROM as a video recording
medium, and has a lid member 28 on the top thereof for accepting and
closing the CD-ROM. It further comprises a closing switch 29 for opening
and closing the lid member 28, a power switch 30 for supplying electric
power, a reset switch 31 for initializing the operation of the game
machine 27, and a connection section 32 capable of connecting two sets of
the control modules. When the connector 20 of the game machine control
module 1 is connected to the connection section 32, bidirectional
communication can be established with the game machine 27. While the
embodiment is described for an arrangement where one set of the game
machine control module 1 is connected, when two sets of the game machine
control modules are connected, the operation and arrangement of the other
control module are same, the description of which is omitted.
In order to vibrate the entire game machine control module 1 by driving the
motor 24 of the response member 21 as described above, it is necessary to
provide a function allowing bidirectional communication between the game
machine control module 1 and the game machine 27.
The bidirectional communication function can be provided, as shown in FIG.
7, by connecting the connector 20 for bidirectional communication with the
game machine control module 1 to the game machine 27.
An arrangement attaining the bidirectional communication function on the
game machine control module 1 comprises a serial I/O interface SIO
performing serial communication with the game machine 27, a parallel I/O
interface PIO for inputting control data from a plurality of control
buttons, a one-chip microcomputer consisting of a CPU, a RAM and a ROM
(hereinafter called a microcomputer), and a motor driver 34 for driving
and rotating the motor 24 of the response member 21. The motor 24 is
rotated and driven by supply voltage and current from the motor driver 34.
The game machine 27 is provided with a serial I/O interface SIO for
performing serial communication with the game machine control module 1.
When the connector 20 of game machine control module 1 is connected, the
serial I/O interface SIO is connected to the serial I/O interface SIO on
the game machine control module 1 through the connector 20, whereby
bidirectional communication or bidirectional serial communication can be
established. Other detailed arrangement of the game machine 27 is omitted.
Signal and control lines for establishing the bidirectional serial
communication include a signal line TXD (Transmit X' for Data) for data
transmission for sending data from the game machine 27 to the game machine
control module 1, a signal line RXD (Received X' for Data) for data
transmission for sending data from the game machine control module 1 to
the game machine 27, a signal line SCK (Serial Clock) for serial
synchronization clock for extracting data from the respective data
transmission signal lines TXD and RXD, a control line DTR (Data Terminal
Ready) for establishing and interrupting communication of the game machine
control module 1 as a terminal, and a control line DSR (Data Set Ready)
for flow control for transferring a large amount of data.
In addition, a cable consisting of the signal and control lines for
performing the bidirectional communication includes, as shown in FIG. 7, a
power supply cable 35 directly led out from the power supply of the game
machine 27 in addition to the signal and control lines. The power supply
cable 35 is connected to the motor driver 34 on the game machine control
module 1 to supply the electric power for rotating the motor 24.
In procedure for the bidirectional serial communication with such
arrangement, the game machine 27 as shown in FIG. 5, for example, first
outputs selection data on the control line DTR to cause the game machine
27 to communicate with the game machine control module 1, and to capture
control data (button information) of the control buttons of the first to
fourth control sections 7, 8, 9, and 10. Consequently, the game machine
control module 1 confirms selection by the control line DTR, and waits for
reception of a subsequent signal from the signal line TXD. Then, the game
machine 27 issues an identification code identifying the game machine
control module 1 to the data transmission signal line TXD. Thus, the game
machine control module 1 receives the identification code through the
signal line TXD.
As the identification code identifies the game machine control module 1,
communication is started with the game machine 27 since then. That is, the
game machine 27 sends control data or the like to the game machine control
module 1 through the data transmission signal line TXD, whereas the game
machine control module 1 sends control data from control by the control
buttons or the like to the game machine 27 through the data transmission
signal line RXD. In this manner, the bidirectional serial communication is
performed between the game machine 27 and the game machine control module
1. This communication is terminated when the game machine 27 outputs
selection discontinue data through the control line DTR.
As described, if the bidirectional serial communication function is
provided, the game machine control module 1 can send control data mainly
from the control buttons to the game machine 27, while the game machine 27
can deliver to the game machine control module 1 dynamic transmission data
for rotating the motor 24 of the response member 21. The dynamic
transmission data for rotating the motor 24 is preset by a game CD-ROM
loaded on the game machine 27, and feedback is performed by the dynamic
transmission in a predetermined period of time from the game machine 27 to
the game machine control module 1 itself depending on an action target of
the game player. This is described in detail in conjunction with the
flowcharts of FIGS. 8 and 9 by referring to FIGS. 2 and 7.
The user loads a specific game CD-ROM in the game machine 27, sets start of
the game with the start switch 11 of the game machine control module 1
shown in FIG. 2, and sets various functions through operation of the
select switch 12, whereby the game is ready for play through operations of
the first to fourth control sections 7, 8, 9, and 10.
Then, as the game is started, the microcomputer of the game machine control
module 1 consisting of the CPU, the RAM and the ROM shown in FIG. 7
continuously monitors through the serial interface SIO that dynamic
transmission data for hit is sent from the game machine 27 through the
serial I/O interface SIO. The dynamic transmission data contains a control
signal for voltage and current for driving the motor 24 shown in FIG. 7,
and duration for driving the motor 24. Then, as the game progresses, if
there is the dynamic transmission data in data sent from the game machine
27, it drives the motor driver 34, and supplies the voltage supplied from
the game machine 27 to the motor 24 for a predetermine period of time.
That is, step ST21 in FIG. 8 determines the dynamic transmission data in
the data signal received by the game machine control module 1 in step
ST21, step ST2 processes it with the microcomputer, step ST3 drives the
motor driver 34 shown in FIG. 7, and step ST4 generates vibration.
In addition, if step ST1 determines that it is not the dynamic transmission
data, when the control button is operated in step ST5, step ST6 inputs the
operated control data to the microcomputer through the parallel I/O
interface PIO shown in FIG. 7.
The control data input in the microcomputer is processed by the
microcomputer in step ST2, and converted into serial data in step ST7, and
sent to the game machine 27 through the serial I/O interface SIO shown in
FIG. 7. Thereafter, the game machine control module 1 waits for data from
the game machine 27 in step ST25.
When the game machine 27 receives the control data converted into serial
data in step ST26 shown in FIG. 9, and subsequent step ST8 compares data
of the action target and the received serial data to determine a hit
state.
If the data of the action data matches the serial data in step ST9, that
is, if a hit is detected, in step ST10, the hit action target is displayed
on the monitor screen, and the dynamic transmission data is output in step
ST11, converted into serial data in step ST12, sent as a specific response
signal to the game machine control module 1 through the serial I/O
interface SIO shown in FIG. 7. Subsequently, the game machine 27 waits for
data from the game machine control module 1 in step ST27. When the
microcomputer of the game machine control module 1 detects the dynamic
transmission returned from the game machine 27 to the game machine control
module 1, as described in conjunction with steps ST1, ST2, and ST3,
electric power is supplied from the motor driver 34 shown in FIG. 7 to the
motor 24 for rotation. Such rotation vibrates the entire game machine
control module 1.
If there is no hit, the action target based on the control button is
displayed on the screen of the monitor in step ST13, and the next action
would be performed according to the result of operation of the control
button from the game machine control module 1 by step ST5 (FIG. 8).
In addition, while it is arranged that the dynamic transmission data
generated at a hit as described above is received as a specific response
signal by the game machine control module 1, the arrangement may be to
send it from the game machine 27 to the game machine control module 1 via
mono-directional communication.
Here, FIG. 10A particularly shows packet data PA for rotating and driving
the motor 24 among the dynamic transmission data sent from the game
machine 27 to the game machine control module 1. In this embodiment, one
packet is constituted by four current value data. Respective microcomputer
of the game machine 27 and the game machine control module 1 process data
in every 1/60 seconds (one frame). Accordingly, the packet data PA is also
sent from the game machine 27 to the game machine control module 1 in
every 1/60 seconds.
Therefore, the drive current value applied to the motor 24 can be varied by
the number of current value data in one frame interval by distributing the
four current value data in one packet to one frame interval in every 1/4
frame interval.
In other words, the dynamic transmission data transferred from the game
machine 27 to the game machine control module 1 in a frame interval is
data processed by the microcomputer of that game machine control module 1,
whereby the packet data PA is read out. In the case of FIGS. 10A and 10B,
four current value data "2", "3", "5", and "3" are read out as the packet
data PA, converted into analog signals, and delivered to the motor driver
34 which will be described later in conjunction with FIG. 23.
The motor driver 34 obtains a drive current signal SD shown in FIGS. 10A
and 10B by analog amplifying the values converted into analog signals with
the electric power supplied from the game machine 27. The drive current
signal SD corresponds to the current value data "2", "3", "5", and "3" of
the packet data PA. It becomes a current value corresponding to the first
current value data "2" for the beginning 1/4 frame (time t11-t12) interval
in the first frame interval FL1 (time t11-t15), a current value
corresponding to the second current value data "3" for the 1/4 frame
following the beginning 1/4 frame (time t12-t13), a current value
corresponding to the third current value data "5" for the 1/4 frame
following it (time t13-t14), and a current value corresponding to the
fourth current value data "3" for the last 1/4 frame (time t14-t15)
provided from the coil driver 64 to the coils 58 and 59.
Even if the transfer timing is every 1/60 seconds for the dynamic
transmission data transferred from the game machine 27 to the game machine
control module 1, it is possible to contain and transfer a plurality of
current value data (four for the embodiment) in the packet for that
dynamic transmission data, whereby the game machine control module 1 can
distribute the plurality of current value data in one frame interval and
obtain a drive current signal SD.
Consequently, the motor 24 is driven by the drive current signal SD that
varies in a time interval shorter than the time interval (one frame
interval) where the dynamic transmission data is sent. In this manner, it
is possible to set the frequency of the vibrator 53 by arbitrarily varying
the waveform of the drive current signal SD with a shorter time interval
and various current value data, while acceleration can be set for the
rotation of the motor 24 by the current value.
Incidentally, various values are set for the current value data set for the
packet data PA depending on magnitude of impact applied on an action
target during progress of the game. In this case, various numbers in
addition to four are assigned as the number of current value data assigned
to one packet. Therefore, various drive current waveform are set according
to progress of the game, whereby a high current value is applied to the
motor 24 for a short period of time, for example, in a scene where a high
impact is applied to the action target, so that vibration of high speed
rotation such as an impact is generated on the game machine control module
1. On the other hand, in a scene where low and continuous vibration such
as idling of a car is generated on the action target, a low current value
is alternately applied to the motor 24 for a long period of time, whereby
rotating vibration as if idling of a car is generated on the game machine
control module 1.
Thus, when the response member 21 containing the motor 24 is used,
vibration similar to vibration generated on a virtual action target is
generated on the game machine control module 1 according to progress of
the game played on the screen, whereby the user operating the game machine
control module 1 can experience the game with ambience.
While description has been given on a case where a current value at each
timing of rotary drive current applied on the motor 24 of the response
member 21 is transferred from the game machine 27 to the game machine
control module 1 in packet data, the present invention is not limited to
this, but may be arranged in such a manner that data representing
waveforms of drive current is transferred from the game machine 27 to the
game machine control module 1, and current waveforms corresponding to the
waveform data is generated on the game machine control module 1.
While, in the embodiment of the present invention described above, as shown
in FIG. 5, the motor 24 of the response member 21 is arranged to be
contained in the first control support 4 supported by the palm of the left
hand, motors may be contained in at least two of spaces existing in the
locations of the first and second control supports 4 and 5, and in front
of the start/select section 6, or in all such spaces.
In addition, when the motors are mounted in at least two of spaces existing
in the locations of the first and second control supports 4 and 5, and in
front of the start/select section 6, or in all such spaces, it may be
possible to mount motors or the response members 21 of the same size, or
motors with different size (that is, motors generating different magnitude
of vibration). Thus, when the motors with different size are mounted, they
may be simultaneously or selectively vibrated, so that there is provided
another advantage that the performance of the game can be further
enhanced.
Now, an alternate embodiment is described for the control module using the
response member with the motor 24 according to the present invention by
referring to FIGS. 11 to 13.
The game machine control module 1 of this embodiment has a construction in
which the response member 21 is expanded or deformed at the location
supported by the palm, as shown in FIGS. 11 to 13. That is, the game
machine control module 1 is constructed in such a manner that, for the
first control support 4, parts of the portion supported by the palm of the
left hand are cut away, resilient members 37A and 37B being mounted to
close the cut-away parts, and deformed or expanded by relatively or
partially pushing out them, whereby dynamic transmission is applied to the
palm, or so-called bodily sensation of response is fed back.
Here, the resilient members 37A and 37B may be made of, for example, rubber
members, resin members, or fabric members.
The response member 21 is substantially same as that of the first
embodiment described in conjunction with FIG. 2 other than its structure
and mounting, so that same reference numerals are used for description.
The bidirectional serial communication is also performed in the similar
technique.
The response member 21 is constructed by cutting away a part of the portion
of the first control support 4 constituted by the upper and lower cases 2
and 3 to which the palm abuts, and mounting the resilient members 37A and
37B to close the cut-away portions. Then, it comprises therein, as shown
in FIG. 12, a motor 38 being drivingly rotated, and a column-shaped
rotating member 41 that is mounted on the rotating shaft 39 of the motor
38 and has a plurality of projections 40 at suitable positions. The
resilient members 37A and 37B thus mounted have, as shown in FIG. 13, a
structure longer in the longitudinal direction and shorter in the lateral
direction at the portion of the first control support 4 where the palm
abuts. Therefore, when the column-shaped rotating member 41 rotates, its
projections 40 rotate to press the upper portion of the resilient member
37A of the upper case 2 and the lower portion of the resilient member 37B
of the lower case 3 so that they are pushed out outward. This can generate
vibration by causing the upper and lower portions of the portion of the
first control support 4 where the palm abuts to deform or expand outward,
and causing the projections 40 to beat the resilient members 37A and 37B,
whereby ambience to the user can be enhanced by the feel and feedback
function to the dynamic transmission to the palm, as shown in FIGS. 11 and
13.
In addition, description is given on the alternate embodiment of the
control module using a response member with a motor 24 by referring to
FIGS. 14 and 15.
The game machine control module 1 is arranged, as shown in FIGS. 14 and 15,
so that the response member 21 provided on the game machine control module
1 is deformed or expanded. That is, the game machine control module 1 is
constructed in such a manner that the first control support 4 supported by
the palm of the left hand is formed by a resilient member 42 at a portion
where the palm abuts, and mounted therein with a motor 43 and a cam-shaped
rotating member 45 mounted on the rotating shaft 44 of the motor 43.
When the motor 43 is drivingly rotated, the cam-shaped rotating member 45
beats or presses the resilient member 42 from inside, causing it to
outwardly bulge or deform and also to generate vibration. Its dynamic
transmission is received by the palm as bodily sensation, so that ambience
can be obtained.
While the two alternate embodiments of the present invention described
above is arranged, as shown in FIG. 5, to contain and position in the
first control support 4 supported by the palm of the left hand, the
response member 21 of the present invention may be contained and
positioned, as shown in FIG. 5, in the second control support 5 supported
by the palm of the right hand.
In addition, while the two alternate embodiments of the present invention
described above are arranged to contain and position the motor 43 of the
response member 21 in the first control support 4 supported by the palm of
the left hand, it may be contained and positioned, as shown in FIG. 5, in
both the first and second control supports 4 and 5.
Furthermore, when the motors are positioned in both the first and second
control supports 4 and 5, it may be possible to mount motors or the
response members 21 of the same size, or motors with different size (that
is, motors generating different magnitude of vibration). Thus, when the
motors with different size are mounted, they may be simultaneously or
selectively vibrated, so that there is provided another advantage that the
performance of the game can be further enhanced.
(2) Second Embodiment
FIG. 16 identifies components corresponding to those in FIG. 2 with the
same reference numerals, and shows a second embodiment of the game machine
control module according to the present invention, wherein a response
member 51 is mounted on a response member positioning section 52 formed in
the first control support 4 of the lower case 3. The response member 51
has a linearly reciprocating vibrator 53.
That is, as shown in FIG. 17, the response member 51 of the second
embodiment forms the vibrator 53 by securing a weight 63 substantially at
the center of a cylindrical coil bobbin 57, and forms a stator 54 with two
magnetic members 55 and 56 that cause the vibrator 53 to reciprocate and
oscillate in the axial direction of the coil bobbin 57.
Conductive wires are wound around each end of the coil bobbin in the
opposite direction to form a first coil 58 and a second coil 59. The coil
bobbin 57 thus mounted with the coils 58 and 59 on each end are loosely
inserted with both ends into loose fitting holes 55E and 56E (FIG. 17)
drilled in the magnetic members 55 and 56, and is supported so that it can
be reciprocated by a hanger 60 consisting of a support member 61 and a
leaf spring 62.
FIG. 18 shows a sectional view of the response member 51 in which two
magnetic members 55 and 56 forming the stator 54 have substantially
column-shaped outer shapes, and projectingly formed with column-shaped
magnetic poles (S poles) 55A and 56A along their axes. The magnetic
members 55 and 56 are formed by inserting and securing a core 64 between
these two magnetic poles 55A and 56A. Here, members connected with the
magnetic members 55 and 56 is not limited to be the core 64, but may be
nonmagnetic resin members.
In addition, ring-shaped projecting magnetic poles (N poles) 55B and 56B
are formed at opposite positions with a predetermined interval on the
peripheral surfaces of the magnetic poles 55A and 56A, respectively.
Accordingly, the magnetic member 55 has magnetic flux density B in the gap
between the magnetic poles 55A and 55B (loose fitting hole 55E), while the
magnetic member 56 has magnetic flux density B in the gap between the
magnetic poles 56A and 56B (loose fitting hole 56E). The loose fitting
hole 55E in the magnetic member 55 is loosely fitted with one end of the
coil bobbin 57 that forms the vibrator 53, and a coil 58 wound around that
end is positioned to cross the magnetic flux. In addition, the magnetic
member 56 is similarly arranged so that the other end of the coil bobbin
57 is loosely fitted into the loose fitting hole 56E, and a coil 59 wound
around that end is positioned to cross the magnetic flux.
Here, as shown in FIG. 19A, an initial state is assumed that the end formed
with the coil 58 of the vibrator 53 is moved to the left to abut the
magnetic member 55. When drive current I58 as shown in FIG. 20A is applied
to the coil 58, and drive current I59 as shown in FIG. 20B is applied to
the coil 59, in the initial state (time t=0), the drive current I.sub.58
flows through the coil 58, but the drive current I.sub.59 does not flow
through the coil 59.
Thus, force F=I.sub.58 .times.B acts on the coil 58, whereby the vibrator
53 moves to the right (that is, the direction toward the magnetic member
56), and, as shown in FIG. 19B, the end of the vibrator 53 formed with the
coil 59 stops at a position where it abuts the magnetic member 56.
Then, at the time where t=T, the drive current I.sub.59 flows through the
coil 59, as shown in FIG. 20B, and the drive current I.sub.58 does not
flow through the coil 58, as shown in FIG. 20A. Therefore, as the winding
direction is opposite on the coils 58 and 59, force -F acts on the coil
59. Consequently, the vibrator 53 moves to the left (that is, the
direction toward the magnetic member 55), and returns to the initial state
shown in FIG. 19A.
Thus, the vibrator 53 reciprocates or oscillates between the magnetic
members 55 and 56 by alternately applying the drive current I.sub.58 and
I.sub.59 to the coils 58 and 59 in the similar manner.
Incidentally, when the cycles of the drive current I.sub.58 and I.sub.59
are changed, the oscillating frequency can be varied for the vibrator 53,
while, when the current values of I.sub.58 and I.sub.59 are changed, the
force F (or, acceleration) acting on the vibrator 53 can be changed. In
addition, when the magnetic members 55 and 56 is made larger in their
size, the flux density B is increased, so that the force F acting on the
vibrator 53 can be increased. In this case, when the magnetic members 55
and 56 are used as the stator 54, unlike to the case where they are
mounted on the vibrato, only mass of the stator is increased even if the
magnetic members 55 and 56 are made larger, and mass of the vibrator
remains unchanged, so that sufficient vibration in practical use can be
generated.
Thus, when the vibrator 53 is vibrated by applying the drive current
I.sub.58 and I.sub.59 (hereinafter collectively called the drive current
I) to the coils 58 and 59, the vibration is transmitted to the first
control support 4 through the response member positioning section 52
securing the stator 54 on the lower case 2 (FIG. 16) (FIG. 21). The
vibration transmitted to the first control support 4 is transmitted not
only to the first control support 4, but also to the casing of the lower
and upper cases 3 and 2, so that the entire module is vibrated. Magnitude
of the vibration generated by the vibrator 53 can be arbitrarily varied by
the drive current I applied to the coils 58 and 59 of the response member
51, whereby magnitude of the vibration can be varied on the responsive
member 51.
Incidentally, a space in which the response member 51 can be mounted may be
the space in the positions of the first and second control supports 4 and
5 supported by the palms, or the space existing in front of the
start/select section 6 defined between the two control supports 7 and 8,
as shown in FIGS. 16 and 22. In the embodiment, it is contained and
positioned in the first control support 4 supported by the palm of the
left hand.
Thus, as the response member 51 is mounted in the first control support 4
of the lower case 3, or the portion supported by the palm of the left
hand, in playing a game by connecting the game machine control module 50
and the game machine 27 to a monitor 33 of a TV receiver or the like, as
shown in FIG. 23, the entire game machine control module 50 can be
vibrated for a predetermined period of time by vibrating the vibrator 53
of the response member 51 in response to a specific signal from the game
machine 27 depending on the type of a game, for example, when the opponent
is defeated in a grappling game, a target is shot in a shooting game, or
an action target is an air plane and attacked on the screen. Thus, the
game machine control module 50 itself vibrates through operation of the
control button by the user to feed back it as bodily sensation to the
user, so that ambience can be further improved.
Here, the game machine 27 contains, as shown in FIG. 23, a CD-ROM drive
that has a function capable of reproducing a CD-ROM as a video recording
medium, and has a lid member 28 on the top thereof for accepting and
closing the CD-ROM. It further comprises a closing switch 29 for opening
and closing the lid member 28, a power switch 30 for supplying electric
power, a reset switch 31 for initializing the operation of the game
machine 27, and a connection section 32 capable of connecting two sets of
the control modules. When the connector 20 of the game machine control
module 50 is connected to the connection section 32, bidirectional
communication can be established with the game machine 27. The embodiment
is described for an arrangement where one set of the game machine control
module 50 is connected. When two sets of the game machine control modules
are connected, the operation and arrangement of the other control module
are same, the description of which is omitted.
In order to vibrate the entire game machine control module 50 bar vibrating
the vibrator 53 of the response member 51 as described above, it is
necessary to provide a function allowing bidirectional communication
between the game machine control module 50 and the game machine 27. The
bidirectional communication function can be provided, as shown in FIG. 24,
by connecting the connector 20 for bidirectional communication with the
game machine control module 50 to the game machine 27.
An arrangement attaining the bidirectional communication function on the
game machine control module 50 comprises a serial I/O interface SIO
performing serial communication with the game machine 27, a parallel I/O
interface PIO for inputting control data from a plurality of control
buttons, a one-chip microcomputer consisting of a CPU, a RAM and a ROM,
and a motor driver 34 for vibrating the vibrator 53 of the response member
51. The coils 58 and 59 of the vibrator 53 is vibrated by supply voltage
and current from a coil driver 64.
The game machine 27 is provided with a serial I/O interface SIO for
performing serial communication with the game machine control module 50.
When the connector 20 of game machine control module 50 is connected, the
serial I/O interface SIO is connected to the serial I/O interface SIO on
the game machine control module 50 through the connector 20, whereby
bidirectional communication or bidirectional serial communication can be
established. Other detailed arrangement of the game machine 27 is omitted.
Signal and control lines for establishing the bidirectional serial
communication include a signal line TXD (Transmit X' for Data) for data
transmission for sending data from the game machine 27 to the game machine
control module 50, a signal line RXD (Received X' for Data) for data
transmission for sending data from the game machine control module 50 to
the game machine 27, a signal line SCK (Serial Clock) for serial
synchronization clock for extracting data from the respective data
transmission signal lines TXD and RXD, a control line DTR (Data Terminal
Ready) for establishing and interrupting communication of the game machine
control module 50 as a terminal, and a control line DSR (Data Set Ready)
for flow control for transferring a large amount of data.
In addition, a cable consisting of the signal and control lines for
performing the bidirectional communication includes, as shown in FIG. 23,
a power supply cable 35 directly led out from the power supply of the game
machine 27 in addition to the signal and control lines. The power supply
cable 35 is connected to the coil driver 64 on the game machine control
module 50 to supply the electric power for rotating the motor.
In procedure for the bidirectional serial communication with such
arrangement, the game machine 27 as shown in FIG. 24, for example, first
confirm selection data on the control line DTR to cause the game machine
27 to communicate the game machine control module 50, and to capture
control data (button information) of the control buttons of the first to
fourth control sections 7, 8, 9, and 10. Then, the game machine control
module 50 waits for reception of a subsequent signal from the signal line
TXD. Then, the game machine 27 issues an identification code identifying
the game machine control module 50 to the data transmission signal line
TXD. Thus, the game machine control module 50 receives the identification
code through the signal line TXD.
As the identification code identifies the game machine control module 50,
communication is started with the game machine 27 since then. That is, the
game machine 27 sends control data or the like to the game machine control
module 50 through the data transmission signal line TXD, whereas the game
machine control module 50 sends control data from control by the control
buttons or the like to the game machine 27 through the data transmission
signal line RXD. In this manner, the bidirectional serial communication is
performed between the game machine 27 and the game machine control module
50. This communication is terminated when the game machine 27 outputs
selection discontinue data through the control line DTR.
As described, if the bidirectional serial communication function is
provided, the game machine control module 50 can send control data mainly
from the control buttons to the game machine 27, while the game machine 27
can deliver to the game machine control module 50 dynamic transmission
data for vibrating the vibrator 53 of the response member 51. The dynamic
transmission data for vibrating the vibrator 53 is preset by a game CD-ROM
loaded on the game machine 27, and feedback is performed by the dynamic
transmission in a predetermined period of time from the game machine 27 to
the game machine control module 50 itself depending on an action target of
the game player. This is described in detail in conjunction with the
flowcharts of FIGS. 25 and 26 designating components corresponding to
those of FIGS. 7 and 8 with the same reference numerals by referring to
FIGS. 16 and 24.
The user loads a specific game CD-ROM in the game machine 27, sets start of
the game with the start switch 11 of the game machine control module 50
shown in FIG. 16, and sets various functions through operation of the
select switch 12, whereby the game is ready for play through operations of
the first to fourth control sections 7, 8, 9, and 10.
Then, as the game is started, the microcomputer of the game machine control
module 50 consisting of the CPU, the RAM and the ROM shown in FIG. 24
continuously monitors through the serial interface SIO at step ST21 shown
in FIG. 25 that dynamic transmission data for hit is sent from the game
machine 27 through the serial I/O interface SIO. The dynamic transmission
data contains a control signal for voltage and current for vibrating the
vibrator 53 shown in FIG. 24, and duration for vibrating the vibrator 53.
Then, as the game progresses, if there is the dynamic transmission data in
data sent from the game machine 27, it drives the coil driver 64, and
supplies the voltage supplied from the game machine 27 to the coils 58 and
59 of the vibrator 53 for a predetermine period of time.
That is, after step ST1 detects the dynamic transmission data in the data
signal received by the game machine control module 50, the microcomputer
processes the dynamic transmission data in step ST2. Thee resulting
dynamic transmission data is converted into an analog signal in step ST22,
which in turn drives the coil driver 64 (FIG. 24) in the following step
ST23. Thus, the coil driver 64 supplies the drive current I to the coils
58 and 59 of the vibrator 53 to vibrate the vibrator 53 in step ST24.
In addition, if the data signal supplied to the game machine control module
50 from the game machine 27 is not the dynamic transmission data, the
microcomputer of the game machine control module 50 proceeds from step ST1
of FIG. 25 to step ST5, and waits for operation of the control buttons. If
affirmative acknowledgment is obtained here, it means that the control
button of the game machine control module 50 is operated. In this case,
the microcomputer proceeds to step ST6, and captures control data through
the parallel I/O interface PIO.
The control data input in the microcomputer is processed by the
microcomputer in step ST2 of FIG. 25, and converted into serial data in
step ST7, and sent to the game machine 27 through the serial I/O interface
SIO (FIG. 24). Thereafter, the game machine control module 50 waits for
data from the game machine 27 in step ST25.
The game machine 27 receives data from the game machine control module 50
in step ST26 shown in FIG. 26, compares data of the action target with the
received serial data in the following step ST8, and determines a hit state
in step ST9.
Here, if the data of the action data matches the serial data, that is, if a
hit is detected, the process proceeds from step ST9 to step ST10 to
display the hit action target on the screen of the monitor, to output the
dynamic transmission data in step ST11, to convert it into serial data in
step ST12, and to send the serial data to the game machine control module
50 as a specific response signal through the serial I/O interface SIO
(FIG. 24). When the dynamic transmission data is detected by the
microcomputer of the game machine control module 50 as described in
conjunction with steps ST1, ST2, and ST3 of FIG. 25, it supplies electric
power to the coils 58 and 59 of the vibrator 53 through the coil driver 64
(FIG. 24) to vibrate the vibrator 53. This vibration vibrates the entire
game machine control module 50.
On the other hand, if negative acknowledgement is obtained in step ST9
(FIG. 26), it means that the data of the action target does not match the
serial data from the game machine control module 50, that is, that a hit
is not detected. In this case, the central processing unit (CPU) of the
game machine 27 proceeds to step ST13 to display the action target on the
screen of the monitor based on the operation of the control button, and
then proceeds to step ST27 to wait for data from the game machine control
module 50.
While it is arranged that the dynamic transmission data generated a hit
described above is received as a specific response signal by the game
machine control module 50 from the game machine 27, the arrangement may be
to send it from the game machine 27 to the game machine control module 50
via mono-directional communication.
Here, FIG. 27A particularly shows packet data PA for driving the coils 58
and 59 of the vibrator 53 among the dynamic transmission data sent from
the game machine 27 to the game machine control module 50. In this
embodiment, one packet is constituted by four current value data.
Respective microcomputer of the game machine 27 and the game machine
control module 50 process data in every 1/60 seconds (one frame).
Accordingly, the packet data PA is also sent from the game machine 27 to
the game machine control module 50 in every 1/60 seconds.
Therefore, the drive current value applied to the coils 58 and 59 of the
vibrator 53 can be varied by the number of current value data in one frame
interval by distributing the four current value data in one packet to one
frame interval in every 1/4 frame interval.
In other words, the dynamic transmission data transferred from the game
machine 27 to the game machine control module 50 in a frame interval is
data processed by the microcomputer of that game machine control module
50, whereby the packet data PA is read out. In the case of FIG. 27A, four
current value data "2", "3", "5", and "3" are read out as the packet data
PA, converted into analog signals, and delivered to the coil driver 64
described in conjunction with FIG. 23.
The coil driver 64 obtains a drive current signal SD shown in FIG. 27B by
analog amplifying the values converted into analog signals with the
electric power supplied from the game machine 27. The drive current signal
SD corresponds to the current value data "2", "3", "5", and "3" of the
packet data PA. It becomes a current value corresponding to the first
current value data "2" for the beginning 1/4 frame (time t11-t12) interval
in the first frame interval FL1 (time t11-t15), a current value
corresponding to the second current value data "3" for the 1/4 frame
following the beginning 1/4 frame (time t12-t13), a current value
corresponding to the third current value data "5" for the 1/4 frame
following it (time t13-t14), and a current value corresponding to the
fourth current value data "3" for the last 1/4 frame (time t14-t15)
provided form the coil driver 64 to the coils 58 and 59.
Even if the transfer timing is every 1/60 seconds for the dynamic
transmission data transferred from the game machine 27 to the game machine
control module 50, it is possible to contain and transfer a plurality of
current value data (four for the embodiment) in the packet for that
dynamic transmission data, whereby the game machine control module 50 can
distribute the plurality of current value data in one frame interval and
obtain a drive current signal SD.
Consequently, the vibrator 53 is driven by the drive current signal SD that
varies in a time interval shorter than the time interval (one frame
interval) where the dynamic transmission data is sent. In this manner, it
is possible to set the frequency of the vibrator 53 by arbitrarily varying
the waveform of the drive current signal SD with a shorter time interval
and various current value data, while acceleration can be set for the
rotation of the motor 24 by the current value.
Incidentally, various values are set for the current value data set for the
packet data PA depending on magnitude of impact applied on an action
target during progress of the game in the game machine 27. In this case,
various numbers in addition to four are assigned as the number of current
value data assigned to one packet. Therefore, various drive current
waveforms are set according to progress of the game, whereby a high
current value is alternately applied to the coils 58 and 59 for a short
period of time, for example, in a scene where a high impact is applied to
the action target, so that large vibration such as an impact is generated
on the game machine control module 50. On the other hand, in a scene where
low and continuous vibration such as idling of a car is generated on the
action target, a low current value is alternately applied to the coils 58
and 59 for a long period of time, whereby vibration as if idling of a car
is generated on the game machine control module 50.
Thus, when the response member 51 having the vibrator 53 is used, vibration
similar to vibration generated on a virtual action target is generated on
the game machine control module 50 according to progress of the game
played on the screen, whereby the user operating the game machine control
module 50 can experience the game with ambience.
While the above-mentioned second embodiment has been described for a case
where the vibrator 53 reciprocates between the two magnetic members 55 and
56, the present invention is not limited to such arrangement, but may be
arranged to cause one magnetic member 71 to vibrate a vibrator 74 as shown
in FIG. 28 identifying corresponding components to those of FIG. 18 with
the same reference numerals.
In this case, the vibrator 74 is constituted by forming a coil 73 only on
one end of a cylindrical coil bobbin 72, and loosely fitting the coil 73
into a loose fitting hole 71E that is formed between magnetic poles 71A
and 71B of the magnetic member 71. In this case, the region of the coil
bobbin 72 on which the coil 73 is arranged in such a manner that, in both
where the coil bobbin 72 moves to the right most position (that is, in the
direction toward the magnetic member 71), and moves to the left most
position (that is, in the direction apart from the magnetic member 71),
the coil 73 exists at a position crossing the flux in the loose fitting
hole 71E.
As described, the response member 70 can be made compact as a whole by
arranging the vibrator 74 to be vibrated with one magnetic member 71.
In addition, while the second embodiment described above is described for a
case where the coil bobbin 57 formed with the coils 58 and 59 (FIGS. 17
and 18) is vibrated as the vibrator 53, the present invention is not
limited to it, but may be arranged, for example, in such a manner that the
coils 58 and 59 are used as stators, and magnetic members 81 and 82 are
vibrated as vibrators, as shown in FIGS. 29 and 30 designating components
corresponding to those of FIGS. 17 and 18 with the same reference
numerals.
That is, in FIG. 29, the response member 75 secures coil bobbins 77A and
77B on support members 76A and 76B that are secured on the upper and/or
lower cases 2 and/or 3 of the game machine control module. The coil
bobbins 77A and 77B are formed with the coils 58 and 59 that are formed by
winding conductive wires in opposite directions.
As its sectional view is shown in FIG. 30, the magnetic members 81 and 82
have column-shaped magnetic poles 81A and 82A projecting from its center,
and ring-shaped magnetic poles 81B and 82B positioned at opposite
locations on the peripheral surfaces of the magnetic poles 81A and 82A
with a predetermined interval.
The magnetic member 81 is held by loosely fitting the coil 58 into a loose
fitting hole 81E formed between the magnetic poles 81A and 81B, while the
magnetic member 82 is held by loosely fitting the coil 59 into a loose
fitting hole 82E formed between the magnetic poles 82A and 82B. In
addition, the magnetic members 81 and 82 are secured together by their
rear surfaces, and held by a hanger 60 to be laterally movable.
Thus, similar to the above-mentioned case in conjunction with FIGS. 20A and
20B, the integrated magnetic members 81 and 82 can be vibrated by
alternately applying drive current to the coils 58 and 59, whereby the
vibration of the magnetic members 81 and 82 is transmitted to the entire
game machine control module through support members 76A and 76B.
In addition, while the second embodiment has been described for a case
where the coil bobbin 57 formed with the coils 58 and 69 (FIGS. 17 and 18)
is vibrated as the vibrator 53, the present invention is not limited to
it, but may be arranged to use a coil 88 as a stator and to vibrate a
magnetic member 90 as a vibrator, as shown in FIG. 31.
That is, in FIG. 31, a response member 85 is constituted by a coil bobbin
87 secured between support members 86A and 86B secured on the upper and
lower cases 2 and 3 of the game machine control module, and a coil 88 that
is formed by winding conductive wire around the coil bobbin 67.
A disk-shaped magnetic member 90 is loosely fitted on the coil 88 with a
predetermined interval, and held to be capable of rocking in the direction
of arrow a and in the opposite direction by a spring 89. When the drive
current is not applied to the coil 88, the magnetic member 90 is held
substantially at the center of the coil 88 by the spring 89.
In this state, when the drive current I is applied to the coil 88 in a
predetermined direction, as shown in FIG. 32A, a magnetic field is formed
by the coil 88, whereby force F acts on the magnetic member 90, causing it
to move in the right direction in FIG. 32A (direction toward the support
member 86B). Consequently, the magnetic member 90 moves toward the support
member 86B.
On the other hand, when the direction of the current applied to the coil 88
is reversed, force -F in a direction opposite to the case of FIG. 32A acts
on the magnetic member 90, as shown in FIG. 32B. Consequently, the
magnetic member 90 moves toward the support member 86A. Thus, the magnetic
member 90 can be laterally vibrated by changing over the direction of
current applied to the coil 88.
Thus, the vibration of the magnetic member 90 is transmitted to the entire
game machine control mule through the support members 86A and 86B.
While the second embodiment of the present invention described above is
arranged, as shown in FIG. 22, to contain and position the response member
51 in the first control support 4 supported by the palm of the left hand,
it may be contained and positioned, as shown in FIG. 22, in at least two
of spaces existing in the locations of the first and second control
supports 4 and 5, and in front of the start/select section 6, or in all
such spaces.
In addition, when the motors are mounted in at least two of spaces existing
in the locations of the first and second control supports 4 and 5, and in
front of the start/select section 6, or in all such spaces, it may be
possible to mount motors or the response members 51 of the same size, or
motors with different size (that is, motors generating different magnitude
of vibration). Thus, when the motors with different size are mounted, they
may be simultaneously or selectively vibrated, so that there is provided
another advantage that the performance of the game can be further
enhanced.
Furthermore, while the second embodiment has been described for a case
where the game machine control module 50 is constituted by the upper and
lower cases 2 and 3 made of hard resin, the present invention is not
limited to it, but may be arranged in such a manner that parts of the
upper and lower cases 2 and 3 are formed by resilient members, which are
in turn vibrated by the response member 51, 70, 75, or 85.
That is, FIG. 33 identifies components corresponding to those of FIG. 11
with the same reference numerals, and shows an arrangement where resilient
members 37A and 37B mounted on parts of the upper and lower cases 2 and 3
are vibrated by a response member 75. In the first control support 4
supported by the palm of the left hand, parts of the portion where the
palm abuts are cut away, the resilient members 37A and 37B being mounted
to close the cut-away parts, and deformed or expanded by relatively or
partially pushing out them, whereby dynamic transmission is applied to the
palm, or so-called bodily sensation of response is fed back.
Here, the resilient members 37A and 37B may be made of, for example, rubber
members, resin members, or fabric members.
The response member 75 is arranged in such a manner that parts of the
portions of the first control supports 4 on the upper and lower cases 2
and 3 where the palm abuts are cut away, the resilient members 37A and 37B
being mounted to close the cut-away parts. Then, the response member 75 is
held therein by a hanger 60, as shown in FIGS. 34 and 35, so that it can
vertically moves a vibrator (magnetic members 81 and 82).
In this case, a coil 58 of the response member 75 is secured on the
resilient member 37B of the lower case 3 together with its coil bobbin 77A
(FIG. 30). A coil 59 is secured on the resilient member 37A of the upper
case 2 together with its coil bobbin 77B (FIG. 30). In addition, a
column-shaped magnetic pole 81A (FIG. 35) of the magnetic member 81 abuts
the resilient member 37B of the lower case 3 through inside of the
column-shaped coil bobbin 77A (FIG. 30) formed with the coil 58. A
column-shaped magnetic pole 82A (FIGS. 34 and 35) of the magnetic pole 82
abuts the resilient member 37A of the upper case 2 through inside of the
column-shaped coil bobbin 77B (FIG. 30) formed with the coil 59.
Therefore, in this state, when drive current is alternately applied to the
coils 58 and 59, the vibrator (magnetic members 81 and 82) vertically
vibrates, so that the resilient members 37B and 37A are expanded and
contracted by the respective magnetic poles 81A and 82A. Consequently, the
resilient members 37A and 37B are outwardly deformed or expanded above and
below the portions of the first control support 4 where the palm abuts,
whereby ambience to the user can be enhanced by the feel and feedback
function to the dynamic transmission on the palm.
While the second embodiment has been described for a case where the game
machine control module 50 is constituted by the upper and lower cases 2
and 3 made of hard resin, the present invention is not limited to it, but
may be arranged in such a manner that parts of the first control support 4
that the user supports with his or her palm of the left hand are formed by
resilient members, which are in turn vibrated by the response member 51,
70, 75, or 85.
That is, FIGS. 36 and 37 identify components corresponding to those of
FIGS. 14 and 15 with the same reference numerals, and show an arrangement
where a resilient member 42 provided at a part of the control support 4 is
vibrated by a response member 75. The response member 75 is held therein
by a hanger 60.
In FIG. 37, a support member 76A is secured on the upper or lower case 2 or
3. Secured on the support member 76A are the hanger 60 and a coil bobbin
77B (FIG. 30) formed with a coil 59. In addition, a coil bobbin 77A (FIG.
30) formed with a coil 58 is secured inside the resilient member 42. A
magnetic pole 81A of a magnetic member 81 abuts the resilient member 42
through inside of the coil bobbin 77A.
Therefore, when drive current is alternately applied to the coils 58 and
59, the magnetic members 81 and 82 are vibrated in the direction of arrow
a and the opposite direction, so that the magnetic pole 81A of the
magnetic members 81 deforms or expands the resilient member 42 outward.
Thus, the dynamic transmission is transmitted to the user as bodily
sensation through the palm abutting the resilient member 42, whereby
ambience to the user can be enhanced.
While the second embodiment shown in FIGS. 33 and 37 is arranged to contain
and position the response member 82 of the present invention in the first
control support 4 supported by the palm, it may be contained and
positioned, as shown in FIG. 5, in the second control support 5 supported
by the palm of the right hand.
In addition, while the second embodiment shown in FIGS. 33 and 37 is
arranged to contain and position the motor 24 of the response member 21 in
the first control support 4 supported by the palm of the left hand, it may
be contained and positioned, as shown in FIG. 5, in both the first and
second control supports 4 and 5.
Furthermore, when the motors are positioned in both the first and second
control supports 4 and 5, it may be possible to mount motors or the
response s of the same size, or motors with different size (that is,
motors generating different magnitude of vibration). Thus, when the motors
with different size are mounted, they may be simultaneously or selectively
vibrated, so that there is provided another advantage that the performance
of the game can be further enhanced.
While the second embodiment has been described for a case where the
vibrator is linearly vibrated, the present invention is not limited to it,
but may use a vibrating method where the vibrator reciprocates along a
predetermined curve.
In addition, while the second embodiment has been described for a case
where the vibrator is hanged by the leaf spring 62, the present invention
is not limited to it, but may use various other hanger means such as a
coil spring. In this case, the number of hanger means is not limited to
one, but the vibrator may be hanged at a plurality of positions by using a
number of hanger means.
Furthermore, while the second embodiment has been described for a case
where a current value at each timing of drive current applied to each coil
of the response member 51 (or, 70, 75, or 85) is transferred to the game
machine control module 50 of the game machine 27 as packet data, the
present invention is not limited to it, but may be arranged in such a
manner that data representing shapes of drive current waveforms are
transferred from the game machine 27 to the game machine control module
50, which in turn generates current waveforms according to the waveform
data.
(3) Third Embodiment
FIG. 38 identifies components corresponding to those in FIG. 2 with the
same reference numerals, and shows a third embodiment of the game machine
control module according to the present invention, wherein a response
member 130 is substantially horizontally mounted on a response member
positioning section 133 formed in the first control support 4 of the lower
case 3, and an angular velocity sensor (gyroscope sensor) 155 for the game
machine control module 120 is provided substantially at the center region
of the lower case 3.
The response member 130 has, as shown in FIG. 39, a vibrator member 140
that is rockably hanged by a plurality of coil springs 151A-151H in a
substantially cubic casing 131 with six sides.
As shown in FIG. 40 that identifies components corresponding to those in
FIG. 39 with the same reference numerals, the vibrator member 140 has
X-axis vibrators 141A and 141B vibrating in the X-axis direction, Y-axis
vibrators 141C and 141D vibrating in the Y-axis direction, and Z-axis
vibrators 141E and 141F vibrating in the Z-axis direction. The vibrators
141A-141F are secured at the center of the vibrator member 140, and
integrated as a whole.
The X-axis vibrators 141A and 141B are formed with coils 143A and 143B by
winding conductive wires in the same direction around cores, respectively.
Therefore, when drive current I is supplied to the coils 143A and 143B,
magnetic fields Ha and Hb are generated in the direction corresponding to
that of the drive current I.
At the moment, the X-axis vibrator 141A receives attraction from a magnet
132A on the casing 131 (FIG. 39) opposite to the end of the X-axis
vibrator 141A, and moves in a direction closing to the magnet 132A. On the
other hand, the X-axis vibrator 141B receives repulsion from a magnet 132B
on the casing 131 (FIG. 39) opposite to the end of the X-axis vibrator
141B, and moves in a direction separating from the magnet 132B.
Consequently, the vibrator member 140 integrated with the X-axis vibrators
141A and 141B is moves as a whole in the same direction as these vibrators
(positive direction of X-axis).
On the other hand, when drive circuit (-I) is supplied to the coils 143A
and 143B of the X-axis vibrator 141A and 141B in the opposite direction to
the drive current I, magnetic fields -Ha and -Hb are generated in the
direction corresponding to the drive current -I.
At the moment, the X-axis vibrator 141A receives repulsion from the magnet
132A, and moves in a direction separating from the magnet 132A. On the
other hand, the X-axis vibrator 141B receives attraction from the magnet
132B, and moves in a direction closing to the magnet 132B. Consequently,
the vibrator member 140 integrated with the X-axis vibrators 141A and 141B
moves as a whole in the direction same as the X-axis vibrators 141A and
141B (negative direction of X-axis).
Thus, the vibrator member 140 as a whole oscillates between the magnets
132A and 132B in the X-axis direction by changing the direction of the
drive current I supplied to the X-axis vibrators 141A and 141B in a short
period of time.
Similarly, on the Y-axis vibrators 141C and 141D, by supplying drive
current to coils 143C and 143D wound around the Y-axis vibrators 141C and
141D, respectively, while changing its direction, the Y-axis vibrators
141C and 141D oscillate in the Y-axis direction between magnets 132C and
132D of the casing 131 (FIG. 39) opposite to the ends of these vibratos.
Consequently, the vibrator member 140 integrated with the Y-axis vibrators
141C and 141D vibrates as a whole in the direction same as the Y-axis
vibrators 141C and 141D (direction of Y-axis).
Furthermore, similarly, on the Z-axis vibrators 141E and 141F, by supplying
drive current to coils 143E and 143F wound around the Z-axis vibrators
141E and 141F, respectively, while changing its direction, the Z-axis
vibrators 141E and 141F oscillate in the Z-axis direction between magnets
132E and 132F of the casing 131 (FIG. 39) opposite to the ends of these
vibrators. Consequently, the vibrator member 140 integrated with the
Z-axis vibrators 141E and 141F vibrates as a whole in the direction same
as the Z-axis vibrators 141E and 141F (direction of Z-axis).
Incidentally, when the cycle of the drive current I is changed, the
oscillating frequency can be varied for the vibrator member 140, while,
when the current value of I is changed, the force F (or, acceleration)
acting on the vibrator member 140 can be changed.
Thus, when the vibrator member 140 is vibrated by supplying the drive
current I to the coils 143A-143F corresponding to the respective axes, the
vibration is transmitted to the first control support 4 through a response
member positioning section 133 (FIG. 38) as shown in FIG. 41. The
vibration transmitted to the first control support 4 is transmitted to not
only the first control support 4 but also the casings of the upper and
lower cases 2 and 3, so that the entire module is vibrated. In this
manner, it is possible to arbitrarily vary the states of vibration
generated by the vibrator member 140 such as direction, amplitude and
acceleration with the drive current I applied to the respective coils
143A-143F mounted on the vibrator member 140 of the response member 130.
Incidentally, a space in which the response member 130 may be mounted are
in the first or second control support 4 or 5 supported by the palm, as
shown in FIG. 42. In addition, it may be possible to utilize a region
substantially at the center or the game machine control module 120 between
the first and second control supports 4 and 5, the region being formed to
have a large space, as shown in FIG. 43.
In this manner, as the response member 130 is mounted, for example, in the
portion of the first control support 4 of the lower case 3 that is
supported by the palm, in playing a game by connecting the game machine
control module 120 and the game machine 27 to a monitor 33 of a TV
receiver or the like, the entire game machine control module 120 can be
vibrated for a predetermined period of time by drivingly rotating the
vibrator member 140 of the response member 130 in response to a specific
signal from the game machine 27 depending on the type of a game, for
example, when the opponent is defeated in a grappling game, a target is
shot in a shooting game, or an action target is an air plane and attacked
on the screen, as shown in FIG. 44.
Thus, the game machine control module 120 itself vibrates through operation
of the control button by the user to feed back it as bodily sensation to
the user, so that ambience can be further improved.
Here, the game machine 27 contains, as shown in FIG. 44, a drive for a
CD-ROM as a video recording medium, and has a lid member 28 on the top
thereof for accepting and closing the CD-ROM. It further comprises a
closing switch 29 for opening and closing the lid member 28, a power
switch 30 for supplying electric power, a reset switch 31 for initializing
the operation of the game machine 27, and a connection section 32 capable
of connecting two sets of the control modules. When the connector 20 of
the game machine control module 120 is connected to the connection section
32, bidirectional communication can be established with the game machine
27. While the embodiment is described for an arrangement where one set of
the game machine control module 120 is connected, when two sets of the
game machine control modules are connected, the operation and arrangement
of the other control module are same, the description of which is omitted.
In order to vibrate the entire game machine control module 120 by driving
the vibrator member of the response member 130 as described above, it is
necessary to provide a function allowing bidirectional communication
between the game machine control mule 120 and the game machine 27. As
shown in FIG. 45, the bidirectional communication function can be
accomplished by connecting the connector 20 for bidirectional serial
communication with the game machine control module 120 to the game machine
27.
An arrangement attaining the bidirectional communication function on the
game machine control module 120 comprises a serial I/O interface SIO
performing serial communication with the game machine 27, a parallel I/O
interface PIO for inputting control data from a plurality of control
buttons, a one-chip microcomputer consisting of a CPU, a RAM and a ROM
(hereinafter called a microcomputer), and a coil driver 164 for vibrating
the vibrator member 140 of the response member 130.
The coils 143A and 143B of the X-axis vibrators 141A and 141B of the
vibrator member 140 are vibrated by an X-axis direction drive current SDX
from the coil driver 164; the coils 143C and 143D of the Y-axis vibrators
141C and 141D of the vibrator member 140 are vibrated by a Y-axis
direction drive current SDY; and the coils 143E and 143F of the Z-axis
vibrators 141E and 141F of the vibrator member 140 are vibrated by a
Z-axis direction drive current SDZ.
The game machine 27 is provided with a serial I/O interface SIO for
performing serial communication with the game machine control module 120.
When the connector 20 of game machine control module 120 is connected, the
serial I/O interface SIO is connected to the serial I/O interface SIO on
the game machine control module 120 through the connector 20, whereby
bidirectional communication or bidirectional serial communication can be
established. Other detailed arrangement of the game machine 27 is omitted.
Signal and control lines for establishing the bidirectional serial
communication include a signal line TXD (Transmit X' for Data) for data
transmission for sending data from the game machine 27 to the game machine
control module 120, a signal line RXD (Received X' for Data) for data
transmission for sending data from the game machine control module 120 to
the game machine 27, a signal line SCK (Serial Clock) for serial
synchronization clock for extracting data from the respective data
transmission signal lines TXD and RXD, a control line DTR (Data Terminal
Ready) for establishing and interrupting communication of the game machine
control module 120 as a terminal, and a control line DSR (Data Set Ready)
for flow control for transferring a large amount of data.
In addition, a cable consisting of the signal and control lines for
performing the bidirectional communication includes, as shown in FIG. 45,
a power supply cable 35 directly led out from the power supply of the game
machine 27 in addition to the signal and control lines. The power supply
cable 35 is connected to the coil driver 164 on the game machine control
module 120 to supply the electric power for rotating the vibrator member
140.
Here, as described in conjunction with FIG. 38, the game machine control
module 120 is provided with the angular velocity sensor 155 for detecting
rotation angular velocity around respective axes of rotation (X-, Y-, and
Z-axes) of the game machine control module 120. The angular velocity
sensor 155 has an X-axis angular velocity sensor 155A for detecting
rotation angular velocity around the X-axis, a Y-axis angular velocity
sensor 155B for detecting rotation angular velocity around the Y-axis, and
a Z-axis angular velocity sensor 155C for detecting rotation angular
velocity around the Z-axis. Thus, it detects rotation angular velocity
components around the respective axes (X-, Y-, and Z-axes) according to
change of angle of the game machine control module 120.
FIG. 46 shows the arrangement of a gyroscope sensor 156 of piezoelectric
vibrator type constituting the Z-axis angular velocity sensor 155C. It is
formed by positioning an equilateral triangle pole-shaped member 156D made
of Elinvar, constant resiliency metal material, with the center line
aligned to the Z-axis direction. Piezoelectric ceramic elements 156A,
156B, and 156C are adhered on the surface of Elinvar member 156. A motion
component around the Z-axis is determined for the game machine control
module 120 on which the gyroscope sensor 156 secured by detecting the
Coriolis force of the Elinvar member 156D, and converting its vibration
into vibration torque equal to frequency of a tuning fork, thereby the
rotation angular velocity component around the Z-axis being determined as
variation of voltage.
Incidentally, the X-axis and Y-axis angular velocity sensors 155A and 155B
are also provided with gyroscope sensors with the same configuration as
that of the gyroscope sensor 156 shown in FIG. 46 to align the X- and
Y-axes, respectively.
Here, FIG. 47 shows the arrangement of the Z-axis angular velocity sensor
155C including the gyroscope sensor 156, in which an oscillator circuit
155E oscillates the piezoelectric ceramic element 156A for excitation by
sending an oscillation signal S156A thereto. When there is no rotation,
oscillation of the excitation piezoelectric ceramic element 156A reaches
other two piezoelectric elements 156B and 156C at the same time. Then,
these two piezoelectric elements 156B and 156C send to a differential
amplifier circuit 156F oscillation detection signals S156B and S156C with
the same amplitude in phase matched to that from a phase correction
circuit 156G.
At the moment, the differential amplifier circuit 156F outputs a
differentially amplified output signal S156F at a signal level of
substantially zero, so that a direct current amplifier circuit 156I
outputs an angular velocity detection signal S155Z at a voltage value of
substantially zero volt accordingly.
On the other hand, when the game machine control module 120 is moved,
distortion is caused on the gyroscope sensor (Elinvar member 156D) of the
Z-axis angular velocity sensor 155C according to the rotational component
of the movement around the Z-axis. Then, the two piezoelectric ceramic
elements 156B and 156C outputs oscillation detection signals S156B and
S156C with different values.
This causes the differential amplifier circuit 156F to output a
differentially amplified signal S156F at a signal level corresponding to
difference of amplification to a detector circuit 156H. The detector
circuit 156H detects components of the differentially amplified signal
S156F at positive signal level, and sends it to the direct current
amplifier circuit 156I.
The direct current amplifier circuit 156I amplifies direct current
components in the detection output waveform sent from the detector circuit
156H, and outputs an angular velocity detection signal S155Z at a voltage
level corresponding to the rotation angular velocity component around the
Z-axis of the gyroscope sensor 156. The angular velocity detection signal
S155Z around the Z-axis thus obtained is sent to an analog/digital
converter circuit 157 of FIG. 45, and to the microcomputer after
conversion to a digital signal.
Incidentally, the X- and Y-axis angular velocity sensors 155A and 155B has
the similar arrangement to the Z-axis angular velocity sensor 155C
described above in conjunction with FIG. 47, and output an angular
velocity detection signal S155A corresponding to the rotation angular
velocity component around the X-axis and an angular velocity detection
signal S155B corresponding to the rotation angular velocity component
around the Y-axis to the microcomputer through the analog/digital
converter circuit 157, respectively.
The microcomputer of the game machine control module 120 determines the
attitude of the game machine control module 120 based on the rotation
angular velocity components around the respective axes (X-, Y-, and
Z-axes) obtained from such angular velocity sensor 155. It can always
generate vibration same as the dynamic transmission data specified by the
game machine 27 while avoiding variation in vibration due to the dead
weight of the vibrator member 140 hanged by the casing 131 (FIG. 39) by
correcting the X-axis direction drive current SDX, the Y-axis direction
drive current SDY, and the Z-axis direction drive current SDZ.
In procedure for the bidirectional serial communication performed between
the game machine control module 120 and the game machine 27, the game
machine 27 as shown in FIG. 45, for example, first confirm selection data
on the control line DTR to cause the game machine 27 to communicate the
game machine control module 120, and to capture control data (button
information) of the control buttons of the first to fourth control
sections 7, 8, 9, and 10. Then, the game machine control module 120 waits
for reception of a subsequent signal from the signal line TXD. Then, the
game machine 27 issues an identification code identifying the game machine
control module 120 to the data transmission signal line TXD. Thus, the
game machine control module 120 receives the identification code through
the signal line TXD.
As the identification code identifies the game machine control module 120,
communication is started with the game machine 27 since then. That is, the
game machine 27 sends control data or the like to the game machine control
module 120 through the data transmission signal line TXD, whereas the game
machine control module 120 sends control data from control by the control
buttons or the like to the game machine 27 through the data transmission
signal line RXD. In this manner, the bidirectional serial communication is
performed between the game machine 27 and the game machine control module
120. This communication is terminated when the game machine 27 outputs
selection discontinue data through the control line DTR.
If such bidirectional serial communication function is provided, the game
machine control module 120 can send control data mainly from the control
buttons to the game machine 27, while the game machine 27 can deliver to
the game machine control module 120 dynamic transmission data for
vibrating the vibrator member 140 of the response member 130. The dynamic
transmission data for vibrating the vibrator member 140 is preset by a
game CD-ROM loaded on the game machine 27, and feedback is performed by
the dynamic transmission in a predetermined period of time from the game
machine 27 to the game machine control module 120 itself depending on an
action target of the game player.
Thus, data transmitted and received between the game machine 27 and the
game machine control module 120 is transmitted by byte after packetizing
into a packet consisting of 5-byte data, as shown in FIG. 48.
In FIG. 48, data transmitted from the game machine 27 to the game machine
control module 120 through the signal line TXD has the first and second
bytes containing as protocol identifiers data 0.times.01 and 0.times.42
represented by hexadecimal numbers to be transmitted, the third byte
assigned with undetermined data, and the fourth and fifth bytes that are
dynamic transmission data TXD1 and TXD2 to be transmitted as vibration
control data for the response member 130 (vibrator member 140) of the game
machine control module 120.
That is, as shown in FIG. 49, the fourth data is assigned in the most
significant two bits with data "01" (binary) representing a control
command for the vibrator member, and in subsequent three bits vibration
direction control data D.sub.COM representing the vibration direction of
the vibrator member 140.
The vibration direction control data D.sub.COM is data representing any one
of the X-axis vibrators 141A, 141B, the Y-axis vibrators 141C, 141D, and
the Z-axis vibrators 141E, 141F provided in correspondence to each
direction of the vibrator member 140 described above in conjunction with
FIG. 39, or combination of them, and can specify seven vibration
directions according to 3-bit data. Incidentally, these seven vibration
directions are the X-axis direction, the Y-axis direction, the Z-axis
direction, the combination of the X-axis and Y-axis directions, the
combination of the X-axis and Z-axis directions, the combination of Y-axis
and Z-axis directions, and the combination of all axis directions.
In addition, the data shown in FIG. 49 is appended with vibration data DX
in the most significant three bits in the fourth byte, vibration data DY
in the most significant three bits in the fifth byte, and vibration data
DZ for the Z-axis in three bits following the vibration data DY for the
Y-axis direction in addition to the vibration direction control data
D.sub.COM specifying the vibration direction. The vibration data DX, DY,
or DZ for each axis direction is used according to any one of the
vibration directions specified by the vibration direction control data
D.sub.COM in the fourth bytes or a combination of them.
Each of these vibration data DX, DY, and DZ represents a current value in
vibrating the vibrator for each axis with 3-bit data. The microcomputer of
the game machine control module 120 converts the vibration data DX, DY,
and DZ into analog values. The analog signal drives the coil driver 164
(FIG. 45), whereby drive current with a current value represented by the
vibration data DX, DY, or DZ is applied to the coil of the vibrator
corresponding to the axis specified by received data at the moment.
This is described in detail in conjunction with the flowcharts of FIGS. 50
and 51 identifying components corresponding to those of FIGS. 25 and 26
with the same reference numerals by referring to FIGS. 38 and 45.
The user loads a specific game CD-ROM in the game machine 27, sets start of
the game with the start switch 11 of the game machine control module 120
shown in FIG. 38, and sets various functions through operation of the
select switch 12, whereby the game is ready for play through operations of
the first to fourth control sections 7, 8, 9, and 10.
Then, as the game is started, the microcomputer of the game machine control
module 120 consisting of the CPU, the RAM and the ROM shown in FIG. 45
continuously monitors through the serial interface SIO at step ST21 shown
in FIG. 50 that dynamic transmission data for hit is sent from the game
machine 27 through the serial I/O interface SIO. The dynamic transmission
data contains a vibration direction and current data for the vibrator
member 140 shown in FIG. 45. Then, as the game progresses, if there is the
dynamic transmission data in data sent from the game machine 27, it drives
the coil driver 164, and supplies current supplied from the game machine
27 to the coils 143A-143F of the vibrator member 140 as the X-axis
direction drive current SDX, the Y-axis direction drive current SDY, and
the Z-axis direction drive current SDZ for a predetermined period of time.
That is, after step ST1 detects the dynamic transmission data TXD1, TXD2
(FIG. 49) in the data signal received by the game machine control module
120, the microcomputer processes the dynamic transmission data in step
ST2. Here, the microcomputer previously captures in step ST31 angular
velocity detection signals S155X, S155Y, and S155Z obtained from the
angular velocity sensors described above in conjunction with FIGS. 46 and
47, determines attitude of the game machine control module 120 based on
the angular velocity detection signals S155X, S155Y, and S155Z, and
corrects the dynamic transmission data TXD1 and TXD2 based on the attitude
information.
The correction is arranged to correct the drive current applied to the
coils 143A-143F of the vibrator member 140 in such a manner that the drive
current has a value to generate less magnetic force in the direction to
which the vibrator member 140 is attracted by the gravity, and a value to
generate much magnetic force in the opposite direction.
Therefore, regardless of the game machine control module 120 at any angle
to the vertical direction (attitude), the vibrator member 140 can generate
appropriate vibration for the progress of game set by the CPU on the game
machine 27 while avoiding variation in vibration on the vibrator member
140 due to gravity.
Steps ST22A, ST22B, and ST22C convert, among the dynamic transmission data
thus corrected, data corrected on the basis of the vibration data DX, DY,
and DZ representing vibration component in each axis direction in the
direction (X-axis direction, Y-axis direction, or Z-axis direction, or
combination of them) specified by the vibration direction control data
DCOM (FIG. 49) into analog signals, respectively. Then, in the following
steps ST23A, ST23B, and ST23C, the coil driver 164 (FIG. 45) is driven by
respective analog signals. Thus, the coil drive 164 supplies the drive
current I to the coils 141A-141F of the vibrator member 140, whereby the
vibrator member 140 vibrates in the direction specified at the moment in
steps ST24A, ST24B, and ST24C.
On the other hand, if data supplied to the game machine control module 120
from the game machine 27 does not contain the dynamic transmission data
TXD1 and TXD2, the microcomputer of the game machine control module 120
proceeds from step ST1 to step ST5 in FIG. 50, and waits for operation of
the control button. If affirmative acknowledgment is obtained here, it
means that the control button of the game machine control module 120 is
operated. Then, the microcomputer proceeds step ST6 to capture the control
data through the parallel I/O interface PIO, and proceeds to the following
step ST31 to capture the attitude of the game machine control module 120
with the angular velocity detection signals S155X, S155Y, and S155Z from
the angular velocity sensor 155.
The angular velocity detection signals S155X, S155Y, and S155Z input into
the microcomputer are used as correction data based on the attitude of the
game machine control module 120 described above in conjunction with steps
ST22A-ST24A, ST22B-ST24B, and ST22C-ST24C.
In addition, the control data input into the microcomputer is processed in
step ST2 in FIG. 50, converted into serial data in step ST7, and sent to
the game machine 27 through the serial I/O interface SIO (FIG. 45).
Thereafter, the game machine control module 120 waits for data from the
game machine 27 in step ST25.
Data transmitted from the game machine control module 120 to the game
machine 27 assigns, as shown in FIG. 48, an identifier for the game
machine control module 120 in the upper four bits of the second byte, and
data of data length/2 in the lower four bits of the second byte. In
addition, it assigns an identifier (ACK) indicating that the data is
response data in the third byte, and data of the button operated on the
game machine control module 120 in the subsequent fourth and fifth bytes.
When such data from the game machine control module 120 is transmitted to
the game machine 27, the game machine 27 receives the data from the game
machine control module 120 in step ST26 shown in FIG. 51, compares data of
an action target and the received serial data in the following step ST8,
and determines a hit state in step ST9.
Here, if the data of the action data matches the serial data, that is, if a
hit is detected, the process proceeds from step ST9 to step ST10 to
display the hit action target on the screen of the monitor, to output the
dynamic transmission data in step ST11, to convert it into serial data in
step ST12, and to send the serial data to the game machine control module
120 as a specific response signal through the serial I/O interface SIO
(FIG. 45). When the dynamic transmission data is detected by the
microcomputer of the game machine control module 120 as described in
conjunction with steps ST1, ST2, and ST3 in FIG. 50, it supplies electric
power to the coils 143A-143F of the vibrator member 140 through the coil
driver 164 (FIG. 45) to vibrate them. This vibration vibrates the entire
game machine control module 120.
On the other hand, if negative acknowledgement is obtained in step ST9
(FIG. 51), it means that the data of the action target does not match the
serial data from the game machine control module 120, that is, that a hit
is not detected. In this case, the CPU proceeds to step ST13 to display
the action target on the screen of the monitor based on the operation of
the control button, and then proceeds to step ST27 to wait for data from
the game machine control module 120.
The CPU of the game machine 27 processes data in every 1/60 seconds (one
frame), and, accordingly, the dynamic transmission data TXD1 and TXD2 are
also transmitted from the game machine 27 to the game machine control
module 120 in every 1/60 seconds. Therefore, the drive current supplied to
the coils 143A-143F of the game machine control module 120 and its
direction are varied in every 1/60 seconds based on the dynamic
transmission data.
Thus, when the dynamic transmission data is transmitted from the game
machine 27 to the game machine control module 120, and the vibrator member
140 is vibrated to a predetermined direction based on it, the user
operating the game machine control module 120 is fed back with bodily
sensation corresponding to the game being developed on the monitor screen
as vibration of the game machine control module 120, so that he or she can
play the game with further enhanced ambience.
While the third embodiment of the present invention described above is
arranged, as shown in FIG. 42, to contain and position the response member
82 of the present invention in the first control support 4 supported by
the palm of the left hand, it may be contained and positioned, as shown in
FIG. 42, in the second control support 5 supported by the palm of the
right hand.
In addition, while the third t of the present invention described above are
arranged to contain and position the response member 130 of the present
invention in the first control support 4 supported by the palm of the left
hand, it may be contained and positioned, as shown in FIG. 42, in both the
first and second control supports 4 and 5.
Furthermore, when the response members 130 are positioned in both the first
and second control supports 4 and 5, it may be possible to mount the
response members of the same size, or the response members with different
size (that is, the response members generating different magnitude of
vibration). Thus, when the response members with different size are
mounted, they may be simultaneously or selectively vibrated, so that there
is provided another advantage that the performance of the game can be
further enhanced.
While the third embodiment has been described for a case where the value of
drive current applied to the coils 143A-143F of the vibrator member 140 is
specified by the dynamic transmission data TXD1 and TXD2 transmitted from
the game machine 27 to the game machine control module 120 in every 1/60
seconds, thereby changing the current value and its direction for the
coils 143A-143F in every 1/60 seconds at the shortest as described above
in conjunction with FIG. 49, the present invention is not limited to it,
but may divide the interval of 1/60 seconds into a plurality of intervals
by increasing the number of bytes of data, for example, shown in FIG. 49
to transmit the vibration data DX, DY, and DZ of respective axes in
multiple times, and specify drive current values and directions for each
divided interval.
With such arrangement, since it is possible to vary values and directions
of the drive current applied to the coils 143A-143F of the vibrator member
140 in one frame interval by the number of vibration data DX, DY, and DZ,
even if transmission timing is in every one frame (1/60 seconds) for the
dynamic transmission data TXD1 and TXD1 transferred from the game machine
27 to the game machine control module 120, it is possible to apply varying
drive current such as analog signals to the coils 143A-143F in a period of
time shorter than the interval of one frame.
In addition, while the third embodiment has been described for a case where
the current value and its direction of the drive current applied to the
coils 143A-143F of the vibrator member 140 at each timing are transferred
as the dynamic transmission data TXD1 and TXD2 in a packet from the game
machine 27 to the game machine control module 120, the present invention
is not limited to it, but may transfer data representing shapes of drive
current waveforms from the game machine 27 to the game machine control
module 120 to cause the game machine control module 120 to generate
current waveforms corresponding to the waveform data.
Furthermore, while the third embodiment has been described for a case where
the casing 131 hangs the vibrator member 140 with the coil springs
151A-151F, the present invention is not limited to it, but may use leaf
springs, or float the vibrator member 140 in the casing.
Furthermore, while the third embodiment has been described for use of the
vibrator member 140 having projections as the coil sections in the
respective axis directions (X-, Y-, and Z-axes), the present invention is
not limited to it, but may embed magnets in the respective axis directions
(X-, Y-, and Z-axes) of a spherical member, and provide coil sections for
the X-axis, Y-axis, and Z-axis directions at the positions of the casing
corresponding to the magnets.
Furthermore, while the third embodiment has been described for a case where
the vibrator member 140 integrated with the vibrators (X-axis vibrators
141A, 141B, Y-axis vibrators 141C, 141D, and Z-axis vibrator 141E, 141F)
vibrating in the directions of respective axes (X-, Y-, and Z-axes) is
used, the present invention is not limited to it, but may provide
individual vibrators separately vibrating in each direction of axes.
In this case, for example, the response members 75 in a voice coil
arrangement described above in conjunction with FIGS. 29 and 30 are
individually mounted to vibrate in each of X-axis, Y-axis, and Z-axis
directions, respectively, as shown in FIG. 52. With such arrangement, when
the vibration data DX, DY, and DZ in the respective axis directions
described above in conjunction with FIG. 49 are provided as drive current
values for respective response members 75 for vibrating them, in the game
machine 160, vibrations are combined for a plurality of response members
75, and vibration is generated in any directions as in the integrated
vibrato member 140 (FIG. 39) described above in conjunction with FIG. 39.
Even in this case, it is possible to monitor the attitude of the game
machine control module 160 with the angular velocity sensor 155, and to
always generate vibration specified by the game machine 27 on the game
machine control module 160 regardless of its attitude by correcting the
value of drive current supplied to each response member 75.
In addition, while the game machine control module 160 of FIG. 52 has been
described for a case where the response members 75 in each of which a
vibrator linearly reciprocates to generate linear vibration are arranged
in respective axis directions (X-axis, Y-axis, and Z-axis directions), the
present invention is not limited to it, but may provide a response member
21 with the motor 24 described above in conjunction with FIG. 3 in
addition to three response members 75 arranged in the respective axis
directions, as shown in FIG. 53.
In this case, noting the fact that the response member 75 in the voice coil
arrangement consumes much current, but can generate strong vibration, and
that the response member 21 with the motor 24 consumes less current, but
generates weak vibration, it is possible to generate vibration in various
directions and with various magnitude with full ambience in accordance
with progress of the game by combining and vibrating the response members
75 in the voice coil arrangement provided in the respective axis
directions according to required directions of vibration when it is
intended to generate strong vibration for a relatively short period of
time, and by vibrating the response member 21 with the motor 24 when it is
intended to generate weak vibration for a relatively long period of time.
In addition, the response members 75 with higher current consumption can
be driven only when it is required, so that current consumption required
for vibration can be saved for the entire game machine control module 170.
In addition, while the game machine control module 160 of FIG. 52 has been
described for a case where the response members 75 in each of which a
vibrator linearly reciprocates to generate vibration are arranged in
respective axis directions (X-axis, Y-axis, and Z-axis directions), the
present invention is not limited to it, but, for example, may replace one
or two of the response members arranged in the respective axis directions
with the response member 21 with the motor 24 described above in
conjunction with FIG. 2.
That is, the game machine control module 180 shown in FIG. 54 represents an
arrangement in which the response member 21 with the motor 24 described
above in conjunction with FIG. 3 is provided as a member for generating
vibration in the two-dimensional directions in the X-Z plane, and which
has the response member 21 and a response member 75 in the voice coil
arrangement for generating vibration in the Y-axis direction
(one-dimensional direction).
If the response members 75 and 21 are arranged in this manner, it becomes
possible to have the user operating the game machine control module 180
experience strong impact (vibration) particularly in the back-and-forth
direction with the response member 75, and relatively small vibration in
the horizontal and vertical directions for a long period of time.
While the game machine control module 160 of FIG. 52 has been described for
a case where the response members 75 in the voice coil arrangement are
arranged in the respective axis directions (X-axis, Y-axis, and Z-axis
directions), the present invention is not limited to it, but may arrange
two response members 21A and 21B having motors 24, respectively, in place
of the response member 75 in the voice coil arrangement, for example, as
shown in FIG. 55, so that their directions of vibration are in the X-Z
plane and the Y-Z plane (or, X-Y plane).
The game machine control module 190 can feed back various vibrations to the
user according to progress of the game by generating vibrations in two
planes. Incidentally, in vibration data transmitted from the game machine
27 to the game machine control module 190 with two response members 21A
and 21B as shown in FIG. 56, the most significant two bits of the fourth
byte are assigned with data "01" (binary) representing a control command
for the driver, and the least significant three bits of the fourth byte
are assigned with analog control data MA 1 representing the value of drive
current applied to the first response member 21A. In addition, the most
significant three bits of the fifth byte are assigned with analog control
data MA 2 representing the value of drive current applied to the second
response member 21B. Thus, when the microcomputer of the game machine
control module 190 receives two analog control data MA 1 and MA 2, it
converts the analog control data MA 1 and MA 2 into analog values, and
controls the coil driver with the analog signals, thereby supplying drive
currents specified by the analog data MA 1 and MA 2 to the response
members 21A and 21B, respectively.
In addition, in FIG. 56, the least significant bit of the fifth byte is
assigned with digital control data CONT.sub.D1 indicating whether or not
drive current with a predetermined value is supplied to the first response
member 21A. It is determined whether or not the drive current is supplied
to the first response member 21A by assigning "1" or "0" as the control
data CONT.sub.D1.
Similar to the above, the second least significant bit of the fifth byte is
assigned with digital control data CONT.sub.D2 indicating whether or not
drive current with a predetermined value is supplied to the first response
member 21B. It is determined whether or not the drive current is supplied
to the first response member 21B by assigning "1" or "0" as the control
data CONT.sub.D2.
This is described in detail according to the flowchart of FIG. 57. When the
microcomputer of the game machine control module 190 (FIG. 55) receives
data, for example, shown in FIG. 56 from the game machine 27, it proceeds
from step ST2 of FIG. 57 to a process step based on the received data,
completes reading of data in step ST41, and then detects the most
significant two bits of the fourth byte in the following step ST42,
thereby determining whether or not the data is control data for a game
machine control module with a vibrator.
If negative acknowledgment is obtained here, it means that the received
data is not control data for a game machine control module with a
vibrator, or that it is not control data for the game machine control
module 190 attached to the game machine 27 at the moment. In this case,
the microcomputer of the game machine control module 190 returns to step
ST41 describes above, and waits for receiving of new data.
On the other hand, if affirmative acknowledgement is obtained in step ST42,
it means that the received data is control data for the game machine
control module 190 with a vibrator. In this case, the microcomputer of the
game machine control module 190 determines in the following step ST43
whether or not there exists the analog control data MA 1 for the first
response member 21A in the fourth byte of the received data.
If affirmative acknowledgment is obtained here, it represents that the
analog control data MA 1 exists in the least significant three bits of the
fourth byte of the received data. In this case, the microcomputer of the
game machine control module 190 proceeds to step ST44 where it applies
drive current with the value specified by the analog control data MA 1 to
the motor 24 of the first response member 21A.
On the other hand, if negative acknowledgment is obtained in step ST43, it
represents that the analog control data MA 1 does not exist in the least
significant three bits of the fourth byte of the received data (for
example, the analog control data MA 1 being "0"). In this case, the
microcomputer of the game machine control module 190 proceeds to step ST45
where it reads the digital control data CONT.sub.D1 assigned in the least
significant bit of the fifth byte of the received data (FIG. 56) for the
first response member 21A, and controls the motor 24 of the first response
member 21A to be turned on or off based on the digital control data
CONT.sub.D1.
Thereafter, the microcomputer of the game machine control module 190
proceeds to step ST 46 where it determines whether there exists the analog
control data MA 2 for the second response ember 21B in the fifth byte of
the received data.
If affirmative acknowledgement is obtained here, it represents that the
analog control data MA 2 exists in the most significant three bits of the
fifth byte of the received data. In this case, the microcomputer of the
game machine control module 190 proceeds to step ST47 where it applies
drive current with the value specified by the analog control data MA 2 to
the motor 24 of the second response member 21B.
On the other hand, if negative acknowledgment is obtained in step ST46, it
represents that the analog control data MA 2 does not exist in the least
significant three bits of the fifth byte of the received data (for
example, the analog control data MA 1 being "0"). In this case, the
microcomputer of the game machine control module 190 proceeds to step ST48
where it reads the digital control data CONT.sub.D2 assigned in the second
bit from the least significant bit of the fifth byte of the received data
(FIG. 56) for the second response member 21B, and controls the motor 24 of
the second response member 21B to be turned on or off based on the digital
control data CONT.sub.D2.
Thus, the microcomputer of the game machine 190 can perform analog control
or digital control on the response members 21A and 21B based on the analog
control data MA 1 and MA 2, or the digital control data CONT.sub.D1 and
CONT.sub.D2 contained in the received data by repeating the process shown
in FIG. 57 every time it receives data from the game machine 27.
In this process, if the analog control data MA 1 and MA 2 exist in the
received data, it is possible to apply drive current finely specified in
accordance with the analog control data MA 1 and MA 2 to the respective
motors 24 of the first and second response members 21A and 21B by
preferentially using the analog control data MA 1 and MA 2.
While the microcomputer processing shown in FIG. 57 has been described for
a case where, if there does not exist the analog control data MA 2 for the
second response member 21B, the digital control data CONT.sub.D2 is
detected for the second response member 21B, the present invention is not
limited to it, but may be arranged, for example, as shown in FIG. 58
identifying components corresponding to those in FIG. 57 with the same
reference numerals, in such a manner that, if the result of determination
in step ST46 indicates that the analog control data MA 2 for the second
response member 21B does not exist in the received data, the microcomputer
returns to step ST41, and waits for receiving of new data, instead of
detecting the digital control data CONT.sub.D2 for the second response
member 21B.
With such arrangement, in a system where the digital control data
CONT.sub.D2 is not assigned for the second response member 21B, it can be
determined whether or not the second response member 21B is analog
controlled.
In addition, while the data shown in FIG. 56 has been described for a case
where analog control data MA 1 and MA 2 (three bits) are assigned to the
first and second response members 21A and 21B, respectively, the present
invention is not limited to it, but may utilize some other empty regions
to assign a plurality of analog control data to the first and second
response members 21A and 21B, respectively.
With such arrangement, even if the data is delivered at a timing of every
one frame (1/60 seconds), it becomes possible to vary the value of drive
current applied to the response member in every interval that is one frame
interval divided by the number of analog control data for one response
member. This enables it to control the response member with variation of
current value closer to an analog signal.
While the third embodiment has been described for a case where the
microcomputer on the game machine control module 120 (FIG. 38) determines
attitude of the game machine control module 120 based on the angular
velocity detection signals S155A, S155B, and S155C obtained from the
angular velocity sensor 155 mounted on the game machine control module
120, and corrects vibration of the vibrator member 140 based on the
attitude, the present invention is not limited to it, but may once
transmit the angular velocity detection signals S155A, S155B, and S155C
from the angular velocity sensor 155 to the game machine 27, and determine
the attitude of the game machine control module 120 with the microcomputer
(CPU) on the game machine 27, thereby previously correcting the vibration
data DX, DY, and DZ in the control data (FIG. 56) to be transmitted to the
game machine control module 120 before they are transmitted from the game
machine 27.
In addition, while the third embodiment has been described for a case where
the value of drive current applied to the coils 143A-143F of the vibrator
member 140 is corrected on the basis of the angular velocity detection
signals S155A, S155B, and S155C obtained from the angular velocity sensor
155 mounted on the game machine control module 120, the present invention
is not limited to it, but may determine the attitude of the game machine
control module 120 based on the angular velocity detection signals S155A,
S155B, and S155C obtained from the angular velocity sensor 155 mounted on
the game machine control module 120, and transmit the variation of
attitude to the game machine 27 in place of input from the control button.
With such arrangement, the user can, for example, to input a command for
moving an action target on the monitor screen to any desired direction
only by varying the attitude of the game machine control module 120
without operating the control button on the game machine control module
120.
Other Embodiments
While the first, second and fourth embodiments have been described for a
case where electric power is supplied from the game machine 27 for driving
the response member 21 (51, 70, 75, 85, 130), the present invention is not
limited to it, but may provide a power supply for driving the response
member 21 (51, 70, 75, 85, 130) on the game machine control module 1 (50,
120, 160, 170, 180, 190), as shown in FIG. 59.
In this case, as shown in FIG. 59, it is sufficient to mount the power
supply 95 at a position not interfering with the operation of the game
machine control module 1 (50, 120, 160, 170, 180, 190), for example, at a
position close to the connector 20 for connection with the game machine
27, and to install a removable battery, for example, a dry cell 96
therein. With such arrangement, there is no need to supply electric power
from the game machine 27, so that the game machine 27 can have a
construction similar to the prior art, and it is only sufficient to
replace the cable.
While the first, second and third embodiments have been described for a
case where ambience is provided for the user by vibrating the game machine
control module 1 (50, 120, 160, 170, 180, 190), the present invention is
not limited to it, but may generate particularly very low sound by
mounting a sound generator 101 in a space in the front portion of the
constricted start/select section 6 of a game machine control module 100,
in a space in the first control support 4 supported by the palm of the
left hand, or in a space in the second control support 5 supported by the
palm of the right hand, as shown in FIG. 60.
With such arrangement, feedback from the game machine 27 can be perceived
as sound at hand, and can generate vibration as well if it is arranged to
generate very low sound, so that ambience can be enhanced with sound and
vibration.
While the first, second, and third embodiments have been described for a
case where the game machine control module 1 (50, 120, 160, 170, 180, 190)
is vibrated to provide the user with ambience, the present invention is
not limited to it, but may provide a light emitting member, for example,
an LED 106 as the response member on the upper front portion of the
constricted start/select section 6 of a game machine control module 105,
for example, as shown in FIG. 61. In this case, while FIG. 61 shows only
one LED provided, the number of LED is not limited to one, but may be
several LEDs arranged in an array. Alternately, the LED may be flashed.
When the light emitting member (106) is provided as the response member as
above, ambience of hit can be obtained also on the game machine control
module 105 as light is emitted at hand when an action target is hit.
The present invention is not limited to the embodiments described above. It
is a matter of course that the present invention is essentially applied to
all configurations where the control module used by the user with his or
her hands is incorporated with a member causing sane response when an
action target is hit. In addition, it is also a matter of course that the
dynamic transmission of the above-mentioned embodiments is provided by
appropriately combining sound and/or light. Furthermore, while the
above-mentioned embodiments have been described for a case where the game
machine control module causes same response according to a game developed
on the screen of the monitor, the present invention is not limited to such
arrangement, but may be applied to a game machine where the user
experiences pseudo experience, for example, only with sound.
As described above, the present invention provides a response member on the
control module itself that feeds back variation of an action target of a
game to the user in synchronization with such variation in addition to
visual and/or experiences of the variation of the action target, so that
the control module itself generates, for example, vibration to provide
bodily sensation on hit, thereby the user enjoys the game with more
ambience.
While there has been described in connection with the preferred embodiments
of the invention, it will be obvious to those skilled in the art that
various changes and modifications may be aimed, therefore, to cover in the
appended claims all such changes and modifications as fall within the true
spirit and scope of the invention.
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